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PRESENTED BY 



Printed by E. Briere. 5 5, Rue Ste.-Annc, 



AND 

SHORT TTHISTo 

BY T. MATHEWS, ESQ., 

AND 

MAJOR A * * * * * 



PARIS : 

PUBLISHED BY A. AND W. GALIGNANI AND C% 

No. 18, RUE VIV1ENNE. 
1841, 



u' ^ fe «->.ie.f , 4 



ADVICE 

TO THE 

YOUNG WHIST-PLAYER 

CONTAINING- MOST OF THE 

MAXIMS OF THE OLD SCHOOL, 



ALSO SEVERAL NEW ONES, 

EXEMPLIFIED BY APPOSITE CASES; 

AND A METHOD OF ACQUIRING A KNOWLEDGE OF THE PRINCIPLES 
ON ^HICH THEY ARE GROUNDED, POINTED OUT TO THE 
INEXPERIENCED PLAYER. 

TO WHICH ARE ADDED, 

OBSERVATIONS ON SHORT WHIST. 



BY T. MATHEWS, ESQ. 



TO THE READER, 



It is a fact of general notoriety that, notwithstand- 
ing the numerous theories published, and the almost 
universal practice of a science, where profit and 
amusement may be combined, a capital whist-player 
is scarcely ever, and even what may be termed a good 
one but rarely, met with. 

There is, indeed, in almost every provincial town, 
some 'squire, lawyer, or parson, who, you are told, 
plays an excellent game of whist; but a judge always 
finds him ignorant of what may be termed the alpha- 
bet; and, at best, possessed of a good memory, and 
capable, perhaps, of playing his own cards tolerably. 
The reason of this will appear obvious to those who 
reflect that, in all other arts and sciences, no man 
commences but by making himself master of the first 
rudiments; but the whist-player, in general, sits down 
to lose, perhaps, considerable sums of money, with- 
out any further preparation than the having got a 
few general maxims by rote, which, from want of 
comprehending, he applies universally, and is, conse- 
quently, much oftener wrong than right in their appli- 
cation. 

When the beginner reads, that with two or more of 
a sequence to his partner's lead, (as king and queen,) 
he should put on the lowest, he does so, or not, gene- 
rally, without thinking it material; but after he is 



4 



MATHEWS ON WHIST. 



made to comprehend thai his queen's passing demon- 
strates to his partner that the king cannot he in his 
left-hand adversary's hand, or the knave in his, and 
the consequent advantages to him in playing his suit, 
(whereas if he puts on the king, it leaves him in igno- 
rance as to the queen and knave,) he will never after 
err in those cases, and will also know how to profit 
by similar correctness in his future partners. 

To beginners I wish to inculcate the absolute neces- 
sity that they should proceed gradually; and, before 
they sit down to play at all, make themselves masters 
of the different leads , modes of playing sequences, and 
some few of the most simple rules. When they feel 
within themselves that they have acquired some insight 
into the theory, let them begin to reduce it to prac- 
tice in the best set of players they can meet with. 
Beginning to play with bunglers, will not only pre- 
vent present improvement, but, as experience shows, 
when once they have acquired erroneous ideas, they 
will find it next to impossible to eradicate them in 
future. 

By these means they will gradually acquire a know- 
ledge of the more intricate combinations of the game, 
and comprehend when and why the general maxims 
are to be adhered to or violated: without which I can- 
not too often repeat, they more frequently puzzle 
than inform the player. 

Though in many instances I have deviated from 
the common maxims, yet I am not vain enough to 
think I shall add much to the knowledge of the expe- 
rienced whist-player; but I am convinced that an 
attentive study of this little treatise, in the mode de- 
scribed, will enable the beginner to sit down without 
disadvantage, in a very short time, with most sets he 



MATHEWS ON WHIST. 



meets with. It is needless to tell those who play for 
considerable stakes, that it is their interest to acquire 
a knowledge of the game, at least sufficient to defend 
their money; but it is, in my opinion, equally neces- 
sary for the players for amusement, as they call it ; 
which, for the most part, consists, to a bungler, in 
being scolded and found fault with, from the moment 
he sits down to the breaking up of the party. 

How far I have succeeded in my intention must be 
left to the judgment of the readers; to whom, with 
all due respect, these maxims are dedicated by 



The Author. 



INTRODUCTION. 



The following definition of the game of whist is re- 
commended to the attentive perusal of the reader, 
previous to his studying the maxims; as nothing will 
facilitate his comprehension of them so much as a 
clear idea of the ultimate end to which they all tend. 

Whist is a game of Calculation, Observation, and 
Position or Tenace. 

Calculation teaches you to plan your game, and 
lead originally to advantage; before a card is played, 
you suppose the dealer to have an honour and three 
other trumps; the others each an honour and two 
others. The least reflection will show, that as it is 
two to one that your partner has not a named card, 
to lead on the supposition he has it, is to play againsJ, 
calculation ; whereas, the odds being in favour of his 
having one of two named cards, you are justified in 
playing accordingly. Calculation is also of use on 
other occasions, which the maxims will elucidate; 
but after a few leads have taken place, it is nearly 
superseded by observation. Where the sets are really 
good players, before half the cards are played out, 
they are as well acquainted with the material ones 
remaining in each other's hands as if they had seen 
them. Where two regular players are matched against 
two irregular ones, it is nearly the same advantage 
as if they were permitted to see each other's cards, 
while the latter were denied the same privilege. 



MATHEWS ON WHIST. 7 

It is an axiom, that the nearer your play approaches 
to what is called the dumb man the better. 

These may be called the foundation of the game, 
and are so merely mechanical, that any one possessed 
of a tolerable memory may attain them. 

After which comes the more difficult science of po- 
sition, or the art of using the two former to advan- 
tage; without which, it is self-evident, they are of no 
use. Attentive study and practice will, in some de- 
gree, ensure success; but genius must be added before 
the whole finesse of the game can be acquired : how- 
ever, 

Est quiddam prodire tenus, si non datur ultra. 



DIRECTIONS AND MAXIMS FOR BEGINNERS. 



1 . Study all written maxims with the cards placed 
before you, in the situations mentioned. Abstract 
directions puzzle much oflener than they assist the 
beginner. 

2. Keep in your mind that general maxims pre-sup- 
pose the game and hand, at their commencement, 
and that material changes in them frequently require 
that a different mode of play should be adopted. 

3. Do not attempt to practise till you have acquired 
a competent knowledge of the theory, and avoid as 
much as possible, at first, sitting down with bad 
players. It is more difficult to eradicate erroneous, 
than to acquire just, ideas. 

4. Never lead a card without a reason, though a 
wrong one; it is better than accustoming yourself to 
play at random. 

5. Do not at first puzzle yourself with many calcu- 
lations. Those you will find hereafter mentioned are 
sufficient even for a proficient. 

G. Do not accustom yourself to judge by conse- 
quences. Bad play sometimes succeeds when good 
would not. When you see an acknowledged judge of 
the game play in a manner you do not comprehend, 
get him to explain his reasons, and, while fresh on 
your memory, place the same cards before you; 
when once you can comprehend the case, you will be 
able to adapt it to similar situations. 



MATHEWS ON WHIST. 



9 



7. Before you play a card, sort your hand care- 
fully, look at the trump card, and consider the score 
of the game, the strength of your own hand, and 
form your plan on the probable situation of the cards ; 
subject, however, to he changed should anything fall 
to indicate a different one; after which, never look 
at your hand, till you are to play. Without attend- 
ing to the board, no maxims or practice can even make 
a tolerable whist-player. 

8. Observe silently and attentively the different sys- 
tems of those with whom you commonly play; few 
but have their favourite one, the knowledge of which 
will give you a constant advantage ; one leads by pre- 
ference from an ace, another never but through 
necessity. [This will often direct you in putting on 
the king second.] The players of the old school never 
lead from a single card without six trumps; many do 
so from weakness; some have a trick of throwing 
down high cards to the adversary's lead, and then, 
by way of deception, affect to consider, although 
they have no alternative. Observation will enable 
you to counteract this, and turn it to your own 
profit. 

9. The best leads are from sequences of three 
cards or more. If you have none, lead from your 
most numerous suit; if strong in trumps, lead rather 
from one headed by a king than a queen; but with 
three or four small trumps, I should prefer leading 
from a single card to a long weak suit. 

N.B.— This is contrary to the usual practice, espe- 
cially of the players of the Old School. 

10. The more plainly you demonstrate your hand 
to your partner the better. Be particularly cautious 
not to deceive him in his or your own leads, or when 



10 



MATHEWS 0* WHIST, 



he is likely to have the lead — a concealed game may 
now and then succeed in the suits of your adversaries ; 
but this should not he attempted before you have 
made a considerable proficiency; and then but sel- 
dom, as its frequency would destroy the effect. 

11. At the commencement of a game, if you have a 
good hand, or if your adversaries are considerably 
advanced in the score, play a bold game; if other- 
wise, a more cautious one. 

12. Be as careful of what you throw away as what 
you lead; it is often of bad consequence to put down 
a tray with a deuce in your hand. — Suppose your 
partner leads the four, your right-hand adversary the 
five, and you put down the tray, it ought to be to a 
certainty , that you ruff it next time; but if he find 
the deuce in your hand, and you frequently deceive 
him by throwing down superior cards, it will destroy 
his confidence, and prevent his playing his game on 
similar occasions. I would wish to inculcate these 
minor qualifications of whist-playing to the begin- 
ners, because they are attainable by everybody; and 
when once the great advantage of this kind of cor- 
rectness is seen, the worst player would practice it as 
constantly as the best— attention being all that is ne- 
cessary. 

13. Do not lead trumps merely because an honour 
is turned up on your left, or be deterred from it, if 
on your right-hand. — Either is proper, if the circum- 
stances of your hand require trumps to be led ; but 
neither otherwise. 

14. Finesses are generally right in trumps, or (if 
strong in them) in other suits; otherwise they are not 
to be risked but with caution. 

15. Never ruff an uncertain card, if strong, or omit 



MATHEWS ON WHIST. 



11 



doing so if weak in trumps ; this is one of the few uni- 
versal maxims, and cannot be too closely adhered to, 
even did you know the best of the suit was in your 
partner's hand : it has the double advantage of making 
a useless trump and letting your partner into the state 
of your hand, who will play accordingly. 

16. Keep the command of your adversary's suit as 
long as you can with safely; but never that of your 
partner. 

17. Do not ruff a thirteenth card second lead, if 
strong, but always if weak in trumps. 

18. Always force the strong, seldom the weak, never 
the two; otherwise you play your adversaries' game, 
and give the one an opportunity to make his small 
irumps, while the other throws away his losing cards. 
It is a very general as well as fatal error; but the ex- 
tent of it is seldom comprehended by unskilful play- 
ers, who, seeing the good effect of judicious forces, 
practise them injudiciously, to their almost constant 
disadvantage. The following effect of a force is too 
obvious not to be instantly comprehended. I have 
only to tell the student, that the same principle ope- 
rates through the fifty-two cards, however various 
their combinations; and that a steady consideration 
of it is one of the first necessary steps towards an in- 
sight into the game. 

A has a seizieme-major in trumps, a quart major in 
the second, and a tierce-major in the third suit.— B, his 
adversary, has six small trumps, and the entire com- 
mand of the fourth suit; in this case it is obvious that 
one force on A gains the odd trick for B, who with- 
out it loses a slam. Though so great an effect may sel- 
dom be produced, still there is scarcely a rubber where 
thelruth of the maxim is not experimentally proved. 



12 



MATHEWS ON WHIST. 



19. When, with a very strong suit, you lead trumps, 
in hope your partner may command them, show your 
suit first. If you have a strength in trumps in your 
hand, play them originally. 

20. With the ace and three other trumps, it is sel- 
dom right to win the first and second lead in that 
suit, if made by your adversaries, unless your partner 
ruffs some other. 

21. With a strong hand in trumps, particularly if 
you have a long suit, avoid ruffing your right-hand 
adversary, as much as possible. As this is a maxim 
less understood, less practised, and more indispensa- 
bly necessary, than almost any other, I will endeavour 
to explain it to beginners as clearly as I am capable 
of doing:— Cards being nearly equal, the point to 
which all the manoeuvres of good whist-players tend, 
is to establish a long suit, and to preserve the last 
trump, to bring it into play, and to frustrate the same 
play of their adversaries. With an honour (or even 
a ten) and three other trumps, by well managing 
them, you have a right to expect success. In this 
case do not over-trump your right-hand adversary 
early in the hand ; but throw away a losing card, by 
which, there remaining but twelve trumps, your own 
hand is strengthened, and your partner has the 
tenace, in whatever suit is led; whereas, had you 
over-ruffed you would have given up the whole 
game, to secure one trick. But there are reasons for 
breaking this rule: — 1st, if your left-hand adversary 
has shown a decided great hand in trumps, (in which 
case make your tricks w r hile you can;) or 2d, if your 
partner decidedly means to force you ; — to understand 
if this be the case, you are to observe if your partner 
plays the winning or losing card of the suit you have 



MATHEWS OS WHIST. 



refused- If the former, it is by no means clear he 
means to force you, and you play your own game. If 
the latter, you are to suppose him strong in trumps, 
and depend on this, to protect your long suit; a due 
reflection on this will convince you of the value of 
that maxim, which enjoins you never to play a strong 
game with a weak hand, or vice versd. A few de- 
viations from this effectually destroy that confidence 
necessary between partners, and introduces a confu- 
sion and consequences that cannot be too carefully 
avoided or too strenuously deprecated. 

22. If the circumstances of your hand require two 
certain leads in trumps, play off your ace, let your 
other trumps be what they may. 

23. It is a general maxim not to force your part- 
ner, unless strong in trumps yourself. There are, 
however, many exceptions to this rule : as 

1st. If your partner has led from a single card. 
2d, If it saves or wins a particular point. 
3d. If great strength in trumps is declared against 
you. 

4th. If you have a probability of a saw. 
5th. If your partner has been forced and did not 
trump out. 

6th. It is often right in playing for an odd trick. 

24. It is difficult to judge when to lead trumps. The 
following situations will assist the beginner to reason, 
and in general direct him properly : 

1st. With six trumps, on supposition your partner 

has a strong suit. 
2d. If strong in other suits, though weak in trumps 

yourself. 

3d. If your adversaries are playing from weak 
suits, 



14 



MATHEWS ON WHIST. 



4lh. If your adversaries are at the point of eight, 
and you have no honour, or probability of 
making a trump by a ruff. 

25. It is easy soon to discover the different strengths 
of good players, but more difficult with bad ones. 
When your adversary refuses to trump, and throws 
away a small card, you conclude his hand consists of a 
strong suit in trumps, with one strong and another 
weaker suit. If he throws an honour, you know lie 
has two suits only, one of which is trumps. In the 
latter case win tricks when you can. Avoid leading 
trumps, or to his suit; force him, and give your part- 
ner an opportunity to trump if possible. This maxim 
cannot be loo maturely considered, as this is a fault 
which is constantly committed by bad players, and is 
amongst those most fatal in their consequences. The 
moment an adversary refuses to ruff, though a win- 
ning card, they, in violation of common sense, Irump 
out, and not unfrequently give away five or six 
tricks, which a judicious force would have prevented. 

26. If you are strong in trumps, and have the ace, 
king, and two more of your right-hand adversary's 
lead, there are two ways to play; either to pass it the 
first time, or else to put on the ace, and play the suit 
on to force your partner. If weak in trumps, put on 
the ace, but do not continue the suit. 

27. If you win your partner's lead with the queen, 
unless in trumps, do not return it; it is evident the 
ace or king lies behind him, and you give the lenace 
to the adversary. 

28. To lead from only three cards, unless in se- 
quence, is bad play, and only proper when you have 
reason to think it is your partner's suit; in which 
case play off the highest, though the king or queen. 



MATHEWS ON WHIST. 



15 



N.B.— This is contrary lo the general practice, but 
undoubtedly right. 

29. The first object should be to save the game, if 
it appears in probable danger; the next to win it, if 
you have a reasonable hope of success, by any mode 
of play, though hazardous. If neither of these is the 
question, you should play to the points or score of 
the game. In other words, you should not give up 
the certainty of the odd trick, or scoring five ov eight, 
for the equal chance of two, six, ovnine; whereas 
you should risk an equal finesse that will prevent 
your adversaries from these scores by its success. 

30. It is generally right to return your partner's 
lead in trumps unless he leads an equivocal card, 
such as a nine or ten. These are called equivocal, 
because they are led with propriety, both from strong 
and weak suits. — With a quart or a king — or nine, 
ten, knave, and king of a suit, you lead nine, as you 
do when it is the best of two or three of a suit. 

31. With only four trumps, do not lead one, unless 
your strong suit is established, except that with a 
tierce-major and another trump, and a sequence to 
the king of three more, it is good play to lead trumps 
twice, and then the knave of your suit, and continue 
till the ace is out. 

32. If you remain with the best trump, and one of 
your adversaries has three or more, do not play out, 
as it may stop the suit of your other adversary. If 
they both have trumps, and your partner none, it is 
right to take out two for one. 

33. If strong in trumps, with the commanding card 
of the adversaries' suit, and small ones, force your 
partner, if he has none of that suit, with the small 
ones, and keeping the commanding card till the last, 



16 



MATHEWS ON WHIST. 



34. If your partner leads the ace and queen of a 
suit, of which you have the king and two others, win 
his queen that you may not stop his suit. 

35. If your right-hand adversary wins, and returns 
his partner's Jead, should you have the best and a 
small one, play the latter. If your partner has the 
third best he will probably make it. If your adver- 
sary is a bad player, I would not advise this, as they 
never finesse when they ought to do it. 

N.B. — If weak in trumps, you should not venture this 
in other suits. 

36. If your right-hand adversary calls, and your 
partner leads through him, with ace or king, the nine 
and a small one, you should finesse the nine. 

37 . If your partner calls before his turn, he means 
you should play a trump. Take every opportunity 
to show your partner that you can command the 
trumps. In this case he will keep his own strong 
suit entire; whereas, if the strength of trumps is with 
the adversaries, his play would be to keep guard on 
their suits, and throw away from his own. 

38. With ace, knave, and another trump, it is right 
to finesse the knave to your partner's lead; and if 
strong in them you should do the same in any suit. If 
he leads the ten of any suit, you pass it invariably 
with the ace and knave ; unless one trick saves or wins 
any particular point. 

39. It is better to lead from ace nine, than ace ten, 
as you are more likely to have a tenace in the latter 
suit, if led by your adversary. 

40. If your partner, to your winning card, throws 
away the best card of any suit, it shows he wishes you 
to know he commands it; if the second best, it is to 
tell you he has no more of that suit. 



MATHEWS ON WHIST. 



41 . If very strong in trumps, it is always right to in- 
form your partner of it as soon as possible. If fourth 
player, you are to win a small trump, and if you have 
a sequence of three or more, win it with the highest, 
and play the lowest afterwards. 

42. If strong in trumps, do not ruff the second best 
of any suit your partner leads, but throw away a losing 
card, unless you have an established saw. 

43. If ten cards are played out, and there remains 
one entire suit, and your partner leads, if you have a 
king, ten, and another, and six tricks, you have a cer- 
tainty to make the odd one, if you play right, let the 
cards lie how they will; should your right-hand ad- 
versary put on an honour, you must win it ; if not, put 
on the ten; with five tricks, put on the king. 

44. Many good players, in playing tierce majors, 
begin with the king and queen. This is often pro- 
ductive of mischief ; as, when played at other limes 
from king and queen only, the ace is kept up, and 
while each thinks his partner has it and lias played 
accordingly, it unexpectedly appears from the adver- 
sary, and disappoints their whole plan. 

45. If the fourth player wins his adversary's lead, 
it is better to return it than open a new suit, unless 
strong enough in it to support his partner. 

46. With ace, knave, and another, do not win the 
king led by your left-hand adversary. You either force 
him to exchange his lead, or give you tenace in his 
own suit. 

47. With ace, queen, etc. of a suit, of which your 
right-hand adversary leads the knave, put on the ace 
invariably. No good player with king, knave, and 
ten, will begin with the knave ; of course it is finessing 
against yourself, to put on the queen, and as the king 



18 



MATHEWS ON WHIST. 



is certainly behind you, you give away al least the 
lead, without any possible advantage. 

48. With only three of a suit, put an honour on an 
honour; with four or more, you should not do it- 
except the ace should not be put on the knave. 

49. With king, and one more, good players some- 
times put it on a second, sometimes not ; if turned 
up it should invariably be put on, and generally in 
trumps. But queen or knave should never be played, 
unless a superior honour is turned up on the right. 

50. In playing for an odd trick, you play a closer 
game than at other scores. You lead from single 
cards and force your partner, when at another time 
you would not be justified . It is seldom in this case 
proper to lead trumps; and few finesses are justifiable. 
It is a nice part of the game, and experience, with 
attention, will alone teach it with effect. 

51. If the trumps remain divided between you and 
your partner, and you have no winning card yourself, 
it is good play to lead a small trump, to put in his 
hand to play off any that he may have, to give you an 
opportunity to throw away your losing cards. 

A remains with two or more trumps, and two 
losing cards; his partner with abetter trump, and 
two winning cards. It is evident, if he plays off a 
losing card, he will take merely his own trumps, but 
if he plays an inferior trump, and puts it into his 
partner's lead, he will play off his winning cards, 
and give A an opportunity to throw away his losing 
ones. 

N.B.— This continually occurs, and it is necessary to 
be comprehended. 

52. When your partner leads, win with the lowest 
of a sequence, to demonstrate your strength in his 



MATHEWS ON WHIST. 



19 



suit ; but it is often right to win your adversary's lead 
with the highest, to keep him in ignorance. 

53. When your partrfer plays a thirteenth card, and 
most of the trumps are unplayed, he generally means 
you should put on a high trump to strengthen his own 
hand. 

54. When you have but a moderate hand yourself, 
sacrifice it to your partner • he, if he be a good player, 
will act in the same manner. 

55. With three, return the highest; with four, the 
lowest of your partner's lead. This answers two 
purposes, by giving your partner an opportunity to 
finesse, and showing him you have but three at most 
in his suit. 

56. With the ace, queen, and others of your right- 
hand adversary's lead, put on a small one, except he 
leads a knave, in which case put on the ace. 

57 . When at eight, with two honours, look at your 
adversary's score, and consider if there is a proba- 
bility that they should save their lurch, or win the 
game, notwithstanding your partner holds a third 
honour; if not, you should not call, as it gives a de- 
cided advantage against you in playing for tricks. 

58. Finessing in general is only meant against one 
card. There are, however, situations when much 
deeper are required ; but theory alone can never 
enable the beginner to discover these. — Supposing it 
necessary you should make two out of the last three 
cards in a suit not yet played, your partner leads 
the nine, you have ace, ten, and a small one.— 
Query, what are you to do? — Answer, pass it, though 
the finecse is against three ; for, if your partner has 
an honour in the suit, you make two tricks. If not, 
it is impossible by any mode of play whatever. 



20 



MATHEWS ON WHIST. 



59. With king, queen, etc. of your right-hand adver- 
sary's lead, put on one of them; wilh queen, knave, 
and another, the knave ; with two or more small 
ones, the lowest. 

60. The more critically you recollect the cards the 
better ; at least you should remember the trumps and 
the commanding card of each suit. It is possible to 
assist the memory by the mode of placing the cards 
remaining in your hands — viz. Place the trumps in 
the back part of your hand, your partner's lead the 
next, your adversary's next, and your own on the 
outside. It is also right to put thirteenth cards in 
some known situation. 

CI . It is highly necessary to be correct in leads. — 
When a good player plays an eight and then a seven, 
I knowfthe leads from a weak suit ; the contrary 
when he plays the seven first; the same even with a 
tray or a deuce. This is what bad players always 
err in, as they never can see the difference. 

62. If left wilh the last trump, and some winning 
cards, with one losing one, play this first/ as your 
adversary on the left may finesse, and the second 
best in your partner's hand make the trick ; which 
could not be kept till the last. 

63 . Should your partner ;refuse to trump a certain 
winning card, try to get the lead as soon as you can, 
and play out trumps immediately. 

64. Good players never lead a nine or ten, but for 
one of these reasons : — 

1st. From a sequence up to the king. 
2d. From nine, ten, knave, and king. 
3d. When the best of a weak suit not exceeding 
3 in number 

If you have either knave or king in your own hand, 



MATHEWS ON WHIST. 



21 



you are certain it is for the latter reason, and that 
the whole strength of the suit is with your adversary, 
and play your game accordingly. 

65. If your partner leads the nine or ten, and you 
have an honour, with only one more, put it on ; if 
wilh two or more, do not; with the ace and small 
onss, win it invariably; for it is better that he should 
finesse in his own suit, than you. 

G6. Unless you have a strong suit yourself, or 
reason to suppose your partner has one, do not trump 
out, unless you have six trumps. 

67. There are situations where even good players 
differ : if a queen is laid on your right hand, and you 
have ace or king and two small ones, you should cer- 
tainly win it ; but having king or ace, ten, and a small 
one, / invariably pass it, and for the following reasons; 
— by passing it, if your partner has the ace or king, 
you clearly lie tenace, and the leader cannot possibly 
make a trick in the suit, which he must have done, 
had you even the first trick, as he would lay tenace 
over your partner: if your partner has the knave 
you lose a trick ; but the odds are greatly against 
this. 

68. It is seldom right to lead from a suit in which 
you have a tenace. With ace, queen, etc., of one 
suit — king, knave, etc., of a second — and the third 
a weak one — the best play is to lead from the latter. 

69. When it is evident the winning cards are be- 
twixt you and your adversaries, play an obscure game ; 
but as clear a one as possible, if your partner has a 
good hand. 

70. It is equally advantageous to lead up to as 
through an ace-, not so much so to a king; and disad- 
vantageous to the queen turned up. 



22 



MATHEWS ON WHIST. 



71. Avoid at first playing with those who instruct, 
or rather find fault, while the hand is playing. They 
are generally unqualified by ignorance, and judge 
from consequences; but if not, advice while playing 
does more harm than good, by confusing a beginner. 

72. It is seldom right to refuse to ruff when your 
partner, if a good player, visibly intends you should 
do it. If a bad one, your own hand should direct you, 

73. If you have ace, king, and two more trumps, 
and your partner leads them originally, insure three 
rounds in trumps; but if he leads (inconsequence of 
your showing your strength) a nine, or any equivocal 
card, in that case pass it the first lime ; by which ] 
you have the lead after three rounds of trumps, a 
most material advantage. 

74. There is often judgment required in taking the 
penalties of a revoke. Before the score is advanced, 
if the parly revoking has won nine tricks, the least 
consideration will show that the adversaries should 
lake three of them, for if they add three to their own 
score, they still leave the odd trick to the former ; 
but if the revoking parly be at eight, it is belter for 
the adversary to score three points, as the odd trick 
leaves the former at nine, which is in every respect a 
worse point than eight. On other occasions, it is only 
to calculate how the different scores will remain after 
each mode of taking the penalty ; and it will be ob- 
vious which will be the most advantageous— never 
losing sight of the points of the game, i.e., scoring 
eight or five yourself, or preventing your adversary 
from doing so. 

75. With ace, queen, and ten, of your right-hand 
adversary's lead, put out the ten. 

76. When your left-hand adversary refuses to 



MATHEWS ON WHIST. 



23 



trump a winning card, for fear of being overtrumped 
by your partner, and throws away a losing card, if 
you have the commanding card of the suits he dis- 
cards, play it before you continue the former. 

77. When all the trumps are out, if you have the 
commanding card of your adversary's suit, you may 
play your own as if you had the thirteenth trump in 
your own hand. 

78. If A, your right-hand adversary, leads a card, 
and his partner B, putting on the knave or queen, 
yours wins with the king — should A lead a small 
card of that suit again, if you have the ten put it on. 
It is probable, by doing this, you keep the command- 
ing card in your partner's hand, and prevent the se- 
cond best from making. 

79. If weak in trumps, keep guard on your adver- 
saries' suits. If strong, throw away from them, and 
discard as much as possible from your partner's strong 
suits, in either case. 

80. Should your left-hand adversary lead the king, 
to have the finesse of the knave, and it comes to your 
lead, if you have queen and one more, it is evident 
the finesse will succeed. In this case, play the small 
one through him, which frequently will prevent him 
from making the finesse, though he has originally 
played for it. 

81 . If your partner shows a weak game, force him, 
whether or not you are otherwise entitled to do it. 

82. When you are at the score of four or nine, and 
your adversaries, though eighty do not call, if you 
have no honour, it is evident your partner has two at 
least. It is equally so if you have one, that he has 
at least another. If both parties are at eight, and 
neither calls, each must have one. 



24 



MATHEWS ON WHIST. 



A little reflection will enable the beginner to make 
a proper advantage of these data. 

83. When your partner leads a card, of which you 
have the best and third, and your right-hand adver- 
sary puts on the fourth, the second only remaining — 
it is a commonly-received, but erroneous, opinion 
that the chance of succeeding in the finesse is equal; 
but here calculation will show, that as the last player 
has one card more than his partner, it is that propor- 
tion'm favour of his having it. With three cards, it 
will be three to two against making the finesse. 

84. Moderate players have generally a decided 
aversion to part with the best trump, though single; 
thinking, that as they cannot lose it, and it can make 
but one trick, it is immaterial when it does so : this is 
a dangerous fault. — When your adversary plays out 
his strong suit, ruff it immediately, before you give 
his partner an opportunity to throw off his losing 
cards. Do not, however, go into the contrary ex- 
treme, or trump with the best trump, with small ones 
in your hand, for fear of being over-trumped.— This 
is a nice part of the game, and can be only under- 
stood by practice and attentive reasoning. 

85. It frequently happens that your partner has 
an opportunity to show his strong suit, by renouncing 
to a lead. If you have a single card in this, play it 
before you force him, let your strength in trumps be 
what it may; as it is the way to establish the saw, 
which is almost always advantageous ; should the 
second player put on the ace to prevent it, still 
it is of great utility by establishing your partner's 
suit. 

86. A has ace, knave, ten, and a small card of the 
suit led by his right-hand adversary. —Query, Which 



MATHEWS ON WHIST. 



To 



is he to play ? Answer — In trumps, the ten-, in other 
suits, the small ones ; for this reason — in trumps, a 
good player, with king, queen, etc., leads the lowest; 
in other suits, the king: and in the latter case, of 
course, an honour must he behind you; and be it in 
either hand, you can do no good by putting on the ten ; 
by keeping the three together you render it impossible 
for your adversary to make one trick in the suit. 

87. It often happens that with only three cards 
remaining in his hand, the leader has the worst 
trump, and ace, queen, or some tenace of another 
suit. In this case he should lead the trump, to put it 
into his adversary's hand to play. By these means 
he preserves the tenace. This, though self-evident on 
proper consideration, is what none but good players 
ever think of. 

88 . Though it is certainly more regular to win your 
adversary's as well as partner's lead with the lowest 
of a sequence, still I recommend occasional devia- 
tions from that maxim ; as it is of the greatest ad- 
vantage to give your partner every information in 
his, or your own, so it is often necessary to deceive 
your adversaries in their suits. It will now and then 
deceive your partner also; but if done with judg- 
ment, it is, I think, oflener attended with good than 
bad effect. 

There are also other situations, where it is highly 
necessary to deceive the adversary. A, last player, 
has a tierce-major and a small trump; a tierce-major 
with two others of a second suit; king, and a small 
one of a third ; with queen or knave and a small 
one of the fourth; of which his adversary leads the 
ace. It is so very material for A to get the lead, 
before he is forced, that he should without hesilation 

2 



MATHEWS O.N WHIST. 



throw down the queen, as the most likely method to 
induce his adversary to change his lead. But this 
mode of play should he reserved for material occa- 
sions, and not by its frequency give cause for its being 
suspected. 

89. Beginners find it difficult to distinguish between 
original and forced leads. When a player changes 
his original suit, he commonly leads his strongest card 
of another, to give his partner the advantage of a 
finesse. In this case you are to play this, as if it was 
your own or adversary's lead — keep the commanding 
card, tenace, etc., and do not return it, as if it was 
an original lead. 

90. There is nothing more necessary to be explained 
to the beginner, than what is usually denominated 
underplay, as it is a constant engine in the hands of 
the experienced, to use successfully against the inex- 
perienced player. In other words, it is to return the 
lowest of your left-hand adversary's lead, though you 
have the highest in your hand, with a view of your 
partner's making the third best, if he has it, and still 
retaining the commanding card in your hand. 

91. To explain this farther, suppose A, fourth 
player, has ace and king of his left-hand adver- 
sary's lead ; to under-play, he wins the trick with 
the ace, and returns the small one, which will gene- 
rally succeed, if the leader has not the second' and 
third in his own hand. You will see by this, if you 
lead from a king, etc., and your right-hand adver- 
sary, after winning with a ten or knave, return it, 
you have no chance to make your king, but by pul- 
ling in on. 

92. The following is another situation to under- 
play: A remains with the first, third, and fourth 



MATHEWS ON WHIST. 



21 



cards of a suit of which he has reason to suppose his 
left-hand adversary has the second guarded ; by play- 
ing the fourth, it is often passed, and A makes every 
trick in the suit. 

N. B. — This sort of play is always right in trumps ; 
but if weak in them, it is generally the best play 
to make your certain tricks as fast as you can : 
for if you have not your share of them, some- 
body must have. more than their own, and, of con- 
sequence, be weak in some other suit, which pro- 
bably is your strong one, 

93. Keep the trump card as long as you can if your 
partner leads trumps; the contrary if your adver- 
sary leads them. In the former instance, suppos- 
ing the eight turned up, and you have the nine, 
throw away the latter; in the last (though you have 
the seven or six) play the card you turned up. 

04. When your partner is to lead, and you call 
before he plays, it is to direct him, if lie has no honour, 
to play off the best trump he has. 

05. Though, according to the strict laws of whist, 
all words and gestures are prohibited ; yet, like all 
other laws not enforced by penalties, they are con- 
tinually violated. There are, indeed, few players 
who do not discover, in some degree, the strength 
of their game, or their approbation or disapprobation 
of their partner's play, etc. As this is on one side 
often a material advantage to the party transgressing, 
so it is quite allowable for the adversaries to make 
use of it. Attentive and silent observation will fre- 
quently give an early insight into the game, and 
enable you to play your hand to more advantage 
than by adhering to more regular maxims. 

06. Though tenace, or the advantage of position, 



•28 



MATHEWS ON WHIST. 



cannot be reduced to a certainty, as at piquet, and 
that it is often necessary to relinquish it for more 
certain advantages, still no man can be a whist-player 
who does not fully understand it. The principle is 
simple, but the combinations are various. It is easily 
conceived that if A has ace, queen, and a small card 
of a suit, of which B has king, knave, and another ; 
if A leads the small card, he remains tenace, and 
wins two tricks; whereas, if he plays the ace, he 
gives it up and makes but one. But if B is to lead, 
he has no tenace, and lead which card he will, he 
must make one trick, and can make no more. This 
easy instance, well considered, will enable the player, 
with some practice, to adapt it to more apparently 
intricate situations. 

07. The following cases, which happen frequently, 
will further explain this: A is left with four cards 
and the lead, viz., the second and fourth trump, and 
the ace and a small card of a suit not played. Nine 
trumps being out, B, his left-hand adversary, has the 
first and third trump, king and a small one of the 
suit of which A leads the ace. Query, what card 
should B play ? Answer, the king ; by which he 
brings it to an equal chance whether he wins three 
tricks or two; but if he keeps the king he cannot 
possibly win three. 

By placing the cards you will perceive, that if B's 
partner has a belter card than A's, it prevents A 
from making either of his trumps, which, had re- 
tained the king, he must have done. 

98. A has three cards of a suit not played, (the 
1 ast remaining,) viz. king, queen, and ten ; B, ace, 
knave, and another; A leads the king; if B wins it 
he gives up the lenace, and gels but one trick; where 



MATHEWS ON WHIST. 



29 



as if he does not, he makes his ace and knave by 
preserving it. 

99. A has ace, knave, and ten, of a suit which 
his partner leads. Query, which should he put on? 
Answer, the ten, particularly if it is a forced lead ; 
by this he probably wins two tricks. If he puts on 
the ace, and his partner has no honour in the suit, 
he gives up the tenace, and can only win one. 

1 00. Tenace is easily kept against your right-hand, 
but impossible, without great superiority of skill, 
against your left-hand adversary. 

101. To explain what is meant by playing to 
points, place the following hand before you: A has 
the two lowest trumps, and two forcing cards, with 
the lead. The two best demonstrably in the adver- 
sary's hands; though uncertain if in the same or 
divided. Nine cards being played, and no trump re- 
maining — Query, What is A to play? Answer — This 
can only be decided by the situation of the score, and 
whether or no it justifies the hazarding two tricks 
for one. The least consideration will convince the 
player, that before the score is much advanced, it 
would be highly improper for A to play a trump, 
because he manifestly ventured two tricks for one ; 
of course he should secure two tricks by playing a 
forcing card. But suppose A to be at the score of 
seven, and that he has won six tricks, he should 
then as clearly venture to play the trump, because, 
if the trumps are divided, he wins the game, or other- 
wise remains at seven, which is preferable to the 
certainty of scoring nine. But if the adversary is 
at nine, this should not be done, as by hazarding the 
odd trick you hazard the game. 

N,B. — This mode of reasoning will in general direct 



30 



MATHEWS ON WHIST. 



you where and why finesses are proper or impro- 
per. For there is scarcely one, though ever so 
right in general, but what the different situations 
of the score and hand may render dangerous and 
indefensible. 

102. The following critical stroke decided one of 
the most material rubbers that ever was played, and 
is recommended to the attentive perusal even of pro- 
ficients. 

The parties were each at nine. A had won six 
tricks, and remained with the knave and a small 
trump, and two diamonds with the lead. B> his left- 
hand adversary, with the queen and ten of trumps, 
and two clubs. C\ his partner, with two small 
trumps and two diamonds. D, last player, with ace 
and a small trump, a club and a heart. A led a 
diamond, which, being passed by J?, was to be won 
by D. Query — How is he to play to make it pos- 
sible to win the odd trick? Answer — D saw it was 
not possible, unless his partner had either the two 
best trumps, or the first and third, with a successful 
linesse. He, therefore, trumped with the ace, led 
the small one, and won the game. 
N.B. — In another score of the game, this would not 

be justifiable, as the chance of losing a trick is 

greater than of gaining one by it. 

103. The attentive perusal (in the mode prescribed) 
of these maxims, will, I think, with a little practice, 
enable a beginner to play with very good cards to 
advantage. The difficulty of the game does not con- 
sist in this ; for aces and kings will make tricks, and 
no skill can make a ten win a knave. But there 
are hands which frequently occur when skilful play- 
ers win, where bunglers lose points; and (unless 



MATHEWS ON WHIST. 



31 



when the cards run very high) it is on the playing 
of such success depends, viz. ace or king, and three 
other trumps, a tierce-major, with others of a second 
suit, with a probable trick in a third. — The player's 
plan should be to remain either with the last trump, 
or with the last but one, with the lead: and to ac- 
complish this last, he must not win the second lead 
with the commanding trump, but reserve it for the 
third. Nothing then but five trumps in one hand can 
probably prevent his establishing his long suit, for he 
forces out the best trump, and the thirteenth brings in 
his suit again, which, (without the lead after the third 
round of trumps) would be impossible. 

104. As this maxim is one of the utmost conse- 
quence, the following cases, which happen fre- 
quently, are added, to make it more clearly under- 
stood: — 

1st. A has ace and three trumps, a strong suit 
headed by a tierce-major, and a probable trick in a 
third, with a lead. Query — How should this hand 
be played? Answer -A should lead a trump; but 
if his partner wins and returns it, A should not put 
on his ace, but suffer it to be won by his adversary. 
When either A or his partner gels the lead, he oi 
course plays a trump, which being won by A, he 
remains with the lead, and one, but not the best 
trump, though they should not be equally divided. 
This (his strong suit having forced out the best) es- 
tablishes it again, notwithstanding the adversary 
may command the other suits, which are by these 
means prevented from making. 
N.B. — Had the ace been put on the second lead, the 

force would have been on A, and his strong suit 

entirely useless. 



32 



MATHEWS ON WHIST. 



2d. A, with a similar hand, has ace, king, and two 
small trumps. If the adversaries lead trumps, he 
should not win the first trick, even if last player. 
By this, after the second lead, he still retains the 
best for the third, according to the maxim, and es- 
tablishes his suit (though the best trump keeps up 
against him) unless there are five in one hand ori- 
ginally. 

3d. With ace, queen, and two small trumps, do 
not win the knave led on your left-hand, but let it 
be played again, according to the same maxim. 

As the following, or nearly similar situations fre- 
quently occur, I recommend them to the attentive 
perusal of those students who, feeling within them- 
selves that they comprehend what I have called the 
alphabet, wish to procure a gradual insight into the 
game, the whole combinations of which, I cannot 
too often repeat, proceed from very plain and sim- 
ple principles ; but it requires much reflection to 
comprehend the same maxim, when applied to in- 
ferior cards, that appears self-evident in the supe- 
riors. There is scarcely a player, who if he lias the 
ace, king, and knave of the suit of which his right- 
hand adversary turns up the queen, but will lead the 
king, and wait for the return to finesse his knave. 
But with ace, queen, and ten, (the knave being 
turned up on his right-hand,) the same player will 
not see that his lead, if he plays a trump, is the 
queen, and that one and the same principle actuates 
the players on both occasions, and so through the 
suit. 

It constantly happens that the adversary on the 
right-hand having won his partner's lead with the ace 
or king returns the knave. In this case do not put on 



MATHEWS ON WHIST. 



33 



ihe queen, as Uie probability is against its being 
finessed. But on all these occasions, play without 
hesitation, which constantly directs a skilful adver- 
sary where to finesse to advantage. 

It frequently happens when you have led from six 
trumps, that after your second lead you remain with 
three or four trumps, the best in your adversary's 
hand; in these situations play a small trump, which 
has these two advantages— 1st. To prevent the stop - 
ping of your partner's suit; and 2d, to give you the 
lenace, in whatever suit is led by the adversary. 
This, mutatis mutandis, will show that it is bad play 
lo put out the best trump, leaving others in the hand 
of one of your adversaries. It may do good to keep 
it up, by stopping a suit, and can answer no good 
purpose whatever to play it out. 

A remains with the best trump (say the ten) and 
a small one with some losing cards, B, his partner, 
having clearly the second best, (say the nine,) with 
some winning cards; the adversaries having one small 
trump and winning cards of the other two suits. A 
is forced. Query — How is he to play? Answer — A 
is lo ruff with his best, and lead out his small trump, 
by which he puts it into his partner's hand lo make 
his winning cards, and renders those of his adver- 
saries of no use whatever. This mode of play would 
someiimes be right, even when it was not certain 
whether the second best trump were in his partner's 
or his adversary's hand ; but the tine player alone 
can be expected lo distinguish on so nice an occasion, 

There are points where good players disagree. 
Some play what is called a fonvard — others a more 
timid game. Some commonly put on a king second ; 
others but rarely. In these cases a man may play 



34 



MATHEWS ON WHIST. 



either way, without committing error j but where 
all good players are of the same opinion, it should be 
received as an axiom — no good player puts on a 
queen, knave, or ten second; of course, it should on 
all occasions be carefully avoided. 

105. The possession of the last trump is of most 
material advantage in the hands of a good player. A 
has the thirteenth trump, with the ace and four small 
ones of a suit not played, of which the adversary leads 
the king and queen ; by passing them both, A probably 
makes three tricks in the suit, but had he won the 
king, he could not possibly make more than one. 

106. When it is at your option to be eight or nine, 
it is material always to choose the former score. 

107. Observe carefully what is originally discarded 
by each player, and whether, at the time, the lead is 
with the partner or adversary. If with the former, it 
is invariably meant to direct the partner — if with the 
latter, it is frequently intended to deceive the adver- 
sary, and induce him to lead to his strong suit. 

108. You are not only to take every method to 
preserve the tenace or advantage of the position to 
yourself, when it is evident that the winning cards 
lie between you and your adversary, but also to give 
it as much as possible to your partner, when you 
perceive the strength in any suit is in the hands of 
him and your left-hand adversary ; always keeping 
in your mind, that when the latter or you lead, the 
tenace is against, if your partner lead, it is for the 
adversary. It frequently happens, that by winning 
your partner's trick, when last player, you accom- 
plish this. A has king, knave (or any other second 
and fourth card) with a small one of a suit, that B, 
his left-hand adversary, has the first and third, and 



MATHEWS OX WHIST, 



■3 5 



another with the lead. If A leads his card, and B } 
your partner, wins it, you, last player, should if pos- 
sible win the trick, though it is your partner's. By 
which means you prevent A from making a trick, 
which he must have done, had the lead remained 
with B. 

109. As I have ventured to recommend occasional 
deviations from what is considered as one of the most 
classic maxims, i.e., leading from single cards, with- 
out that strength in trumps, hitherto judged indis- 
pensably necessary to justify it, I give the reasons that 
influence my opinion in favour of this practice, with 
those generally alleged against it, leaving the reader 
to determine between them. Two objections are 
made, which, it cannot be denied, may and do happen. 
The first, that if your partner has the king of the suit 
guarded, and the ace behind it, he loses it; which 
would not be the case if the lead came from the ad- 
versary. The second, and most material, is, that 
your partner, if he wins the trick, may lead out 
trumps, on the supposition it is your strong suit, or 
the adversaries from suspecting your intention. On 
the contrary, the constant and certain advantages are 
the preservation of the tenace in the other two suits, 
which I suppose you to have, and the probable one of 
making your small trumps, which you could not 
otherwise do. A has four small trumps, ace, queen, 
etc., of the second suit; king, knave, etc., of a third, 
and a single card of the fourth. In these sort of 
hands, I am of opinion that the chance of winning, 
by leading the single card, is much greater than of 
losing tricks; and I appeal to those who are in the 
habit of attending whist-tables, whether they do not 
frequently see the players who proceed more exactly 



MATHEWS ON WHIST. 



according to the maxims of Hoyle, etc., afier losing 
the game, trying to demonstrate that this ought not 
to have happened, and that they have heen van- 
quished by the bad, not good, play of their adversaries. 
I do not recommend in general leading from single 
cards, unless very strong in trumps; but with such 
hands as I have mentioned, I am convinced it may be 
occasionally done with very great, though not certain, 
advantage. It may not be unnecessary to inform the 
reader, that most of Hoyle's maxims were collected 
during what may be called the infancy of whist; and 
that he himself, so far from being able to teach the 
game, was not fit to sit down even with the third-rale 
players of the present day. 

I shall conclude these maxims by a short recapitu- 
lation of the most material ones, by way of fixing 
them in the minds of the readers. 

1st. Let them be assured that, without comprehend- 
ing the leads, modes of playing sequences, and an at- 
tentive observation of the board, it is as impossible to 
make any progress in the science of whist, as to learn 
to spell before they know their alphabet. 

2d. That accustoming themselves to reason by ana- 
logy will alone teach them to vary their play accord- 
ing to circumstances, and show them that the best 
play in some is the worst in different situations of the 
game. It is common to see even good players hazard 
the game, merely to gain the applause of ignorant 
by-standers, by making as much of their cards as they 
are capable of; but this pitiful ambition cannot be too 
much guarded against. Avoid also the contrary ex- 
treme, the faults of the old, and many of the imitators 
of the new school. These never part with a tenace, 
or certain trick, though for the probability of making 



MATHEWS ON WHIST. 



37 



several, and are like fencers who parry well, but can- 
not attack. No player of this kind can ever excel, 
though he may reach mediocrity. 

I must also repeat my advice to proficients, lo vary 
their play according to the set they are engaged with ; 
and recollect that it would he of no advantage to speak 
French like Voltaire, if you lived with people who are 
ignorant of the language. 



ON LEADS. 

1. The safest leads are, from sequences of three or 
more cards lead the highest, and put on the lowest to 
your partner's lead, hut the highest on your adver- 
sary's. With a tierce to the king and several others, 
begin with the knave, 

2. With ace, king, knave, and three small trumps, 
play out the ace and king — with only two the king, 
and wait for the finesse of the knave. In other suits, 
without great strength in trumps, or with the hopes 
of a particular point, do not wait for the finesse. 

3. Ace, king, and five others, lead the ace in all 
suits. With four or less, the lowest, if trumps. In 
other suits, always the ace, unless all the trumps re- 
maining are with you and your partner; in this case 
a small one. 

4. Ace, queen, knave, etc., in all suits the ace. Ace, 
queen, ten, with others, in trumps, a small one; but 
if with three, unless very strong in trumps,, lead the 
ace in other suits. 

5. Ace, knave, with small ones, lead the lowest in 
trumps; in other suits, if with more than two, lead 
the ace, unless very strong in trumps. 

6. Ace, with four small ones, in trumps, lead the 



38 



MATHEWS ON WHIST, 



lowest. If with four or more in other suits, and not 

very strong in trumps, the ace. 

N.B.— His the general custom with ace and one other, 
to lead the ace— this is right, if you have reason to 
think it your partner's suit, otherwise lead the 
small one. 

7. King, queen, ten, etc., in all suits lead the king; 
but if it passes, do not pursue the lead, as certain the 
ace is in your partner's hand, as it is often kept up, 
but change your lead, and wait for the return from 
your partner when you have the finesse of the ten, if 
necessary. 

8. King, queen, and five others, in all suits, the 
king. With four or less in trumps, lead the lowest. 
In other suits, always the king, unless you have the 
two only remaining trumps; if so you may play a 
small one. 

9. King, knave, ten, etc., in all suits, lead the ten. 
King, knave, and two or more small ones, the lowest. 
N.B. — You should not lead from king, knave, and a 

small one, unless it is clearly your partner's suit, in 
which case, play off your king and knave. 

10. Queen, knave, nine, and others, lead the queen. 
Queen, knave, witli one other, the queen. Queen, 
knave, with two more, the lowest. Queen, ten, and 
two others, the lowest. Queen, and three small ones, 
the lowest. Queen, or knave, with only two, the 
queen, or knave. 

N.B. —The trump card sometimes occasions a devi- 
ation from these rules. A has the ace or king, 
with a sequence from the ten downwards, of the 
suit of which his left-hand adversary turns up knave 
or queen. A should lead the ten. If the knave or 
queen be put on, you have a finesse on the return 



MATHEWS ON WHIST. 



30 



with the nine ; if not, your partner, with an honour, 
will pass it, and is either way advantageous. 
The following calculations are sufficient for a be- 
ginner; deeper ones frequently puzzle even the pro- 
ficient: — 

That either player has not one named card not in 
your hand, is . . . 2 to 1 

5 to 4 in favour of his having . 1 of 2 
5 to 2 . . . . 1 in 3 
4 to 1 . . . . l in 4 
N.B. — The odds are so considerable, that no player 
has two or more named cards, that scarce any situ- 
ation justifies playing on this supposition, except 
the impossibility of saving or winning the game 
otherwise; of course, further calculations are more 
for curiosity than utility. 

The odds of the game are calculated according to 
the points, and with the deal:— 

1 love . . . . 10 to 9 

2 love . . . . 10 to 8 
and so on, except that 9 is considered as something 
worse than 8. It is 3 to 1 in favour of the first 
game. 

N.B.— Notwithstanding that calculations are in general 
accurate, it is difficult to conceive that 10 in 20 is 3 
to 1, while 5 in 10 is but 2 to 1, and even G in 10 is 
but 5 to 2. I am convinced whoever bets the 3 to 
1, will lose on the long run; and, on the contrary, 
he who bets the 2 to 1, and 5 to 2, will gain in the 
same proportion. 

The odd trick has always been supposed in favour 
of the leader; but this is an error, as the dealer has 
the advantage in this, as in every other score. 



40 



MATHEWS ON WHIST. 



LAWS OF WHIST. 

1. If a card be turned up in dealing, the adverse 
party, on naming it, may call anew deal, unless they 
have looked at or touched the cards, so as to have 
occasioned it; but if any card, except the last, is 
faced, it is decidedly a new deal. 

2. Should any card-player have but twelve cards, 
and the others their proper number, the deal is good, 
and he who has the twelve cards pays for any re- 
nounce he may have made ; but if either have fourteen 
cards, the deal is lost. 

3. If the dealer does not turn up the last card, the 
deal is lost. 

4. The dealer should leave the last card on the 
table till he has played ; after which nobody can ask 
for it, though they may inquire what is trumps at 
any time. Should he leave it on the table after the 
first round, it may be called, as if shown by accident. 

5. Every person has a right, before he plays, to 
call on the players to place their cards before them. 
It is, therefore, a quibble, to say they have no right to 
make that demand. 

6. The party who reminds his partner to call after 
the trump is turned up, forfeits a point. 

7. If one of the players omit playing to a trick, and 
remain with a card too many, it is at the option of the 
adversaries to call a new deal. 

8. If A plays out of his turn to his partner's lead, 
the last player may play before the first: if to his 
adversary's, his partner may be compelled to, or pre- 
vented from, winning the trick at their option. 

9. Mistakes relative to tricks may be rectified at 
any time during the game, whether called or not.— 



MATHEWS ON WHIST. 



41 



Also honours, if proved lo have been called in time, 
though not scored; but they cannot be claimed after 
the trump is turned up. 

10. If one party call at any score but eight, the ad- 
versaries may, after consulting, call a new deal ; the 
same if one calls without two, or the other answers 
without one honour. 

11. If any player calls after he has played, the 
adversaries may call a new deal; but not consult 
together. 

12. If any person plays out of his turn, the adver- 
saries have the option to call that card at any time, 
or direct the player whose turn it was, to play any 
suit they choose. 

13. If A, supposing that he has won a trick, lead 
again before his partner has played to it, the adver- 
saries may oblige his partner to win it, if he can. 

14. Any player may call a card from his adversary, 
if he names it, and proves the separation. Should he 
name a wrong one, he may have his best or worst 
card called of any suit played during the deal. 

15. Cards thrown down cannot be taken up again, 
but may be called by the adversaries ; they may be 
shown down by the player, if sure of every trick. 

1G. There are in fact four penalties on a revoke, 
which take place of every other score. The adver- 
saries may take three tricks from the party revoking, 
or three from their score, or add three lo their own ; 
and if there still should remain enough to make the 
parly revoking game, they cannot win it, but remain 
at nine. 

17. A revoke is not established before the party 
revoking has played again, or the trick been turned 
and quilted ; but the adversaries, at their option, may 



42 



MATHEWS ON WHIST. 



call for Ihe highest or lowest of the suit at the time, 
or the card shown at any time during the deal. 

18. If a revoke be claimed, the adversaries forfeit 
the penalties of a revoke, if they mix the cards be- 
fore it is determined. 

19. No revoke can be claimed after the cards are 
cut for the next deal. 

N. B. — It is now settled that either of the players may 
insist on the cards being placed at any time pre- 
vious to their being put together. — It is also settled, 
that where a bet is made, that either of the parties 
scores two, the bet is won by honours, though the 
adversary has won the game by cards. Supposing 
that A makes two points, and B, his adversary, 
being at 7, makes three by cards, if A has two by 
honours, he still wins his bet. 



PROPOSED LAWS. 

Though these laws are excellent as far as they go, 
yet experience convinces us they are inadequate to 
meet the various cases that continually occur at whist- 
tables. Hence disputes, wagers, references, etc., 
arise, which are often decided differently by different 
referees unsatisfactorily to the disputants, and some- 
times unaccountably to those interested. It has, 
therefore, long been a desideratum, that a Code 
should be attempted, which, having undergone the 
ordeal of examination by proper judges, should, with 
any addition they may think proper to make, be hung 
up in various club-rooms, as a classical authority to 
be referred to on all occasions. As nobody has yet 
undertaken this necessary task, whose acknowledged 



MATHEWS ON WHIST. 



43 



judgment would prevent all difference of opinion, I 
have attempted something of the kind. The cases, 
with their decisions, 1 know to have happened ; and 
the consequent rules which I endeavour to establish 
are founded on the following principle of all laws, 
viz. that penalties should be in exact proportion to 
the advantages possible to accrue from the transgres- 
sion. 

Whether these regulations are adopted or not, if 
they stimulate some person, more capable of the task, 
to accomplish what 1 fail in, I shall by no means re- 
gret the trouble I have taken, or be mortified at the 
rejection of my opinions. 

Case 1. The parties were each at the score of 8,^ 
the elder hand, called, having but one honour in his 
hand, and his partner did not answer it. B, the next 
adversary, though he had two honours, did not call, as 
he of course thought it could be to no purpose. The 
game, being played out, was won against the honours. 
This was referred on the spot, and decided in favour 
of the tricks ; but, in my opinion, so improperly, that 
I do not hesitate to propose the following law to be 
added to the present code : — 
"Whoever calls, having only one honour in his hand, 
should forfeit in proportion to any advantage that 
actually does or may possibly accrue from the 
fault. Should it prevent the adversaries from 
calling, after the hand is played out, the honours 
shall lake place of the tricks." 
Case 2. The dealer, after showing the trump card, 
through awkwardness, let it fall on its face. It was 
determined on the spot that the deal should not stand 
good; but the card not having been seen, as there 
could be no possible advantage made by the mistake, 



44 



MATHEWS ON WHIST. 



I am of a different opinion, and propose the following 
addition to the third law, as it now stands in this 
book : — 

''But if the card be shown, and falls on its face 
by accident afterwards, then the deal to stand 
good." 

Case 3. A, playing out of his turn, B, his partner, 
was directed to play a trump ; B, however, led 
another suit, and three or four cards were played 
before it was discovered that B had a trump in his 
hand. It was referred to me on the spot, as no 
printed laws reached the case. I decided that the 
cards should be taken up again, and a trump led by 
B , as directed. This decision was approved by both 
parties, and I propose it as a law on any similar oc- 
casion. 

Case 4. A called at 8 ; his partner did not answer, 
though he had an honour, having a bet on the odd 
trick. The adversaries contended that the deal should 
not stand, and a wager was laid in consequence, and 
referred to me. i decided that the game was fairly 
won, because there could be no possible advantage 
made of the circumstance so far as related to the 
game, though it might as to the trick, had that been 
the case referred. I think it impossible to object to 
the following law, viz. : — 

"No one is obliged to answer to his partner's call, 
even though he has the other two honours in his 
hand." 

Case 5. A, at the score of 8, on gradually opening 
his hand, saw two honours in it immediately, and 
told his partner of it, who did not answer. A, con- 
tinuing to look at his cards, found a third honour, 
and showed them down. It was contended that he 



MATHEWS ON WHIST. 



45 



had no right lo do Ibis, and decided, as I hear, against 
him ; but T am fully convinced, improperly, and I 
propose a law, that — 

"No man having three honours in his hand can be 
precluded from taking advantage of them at any 
time previous to his playing a card." 
1 shall now attempt to frame a law, which, if 
agreed to, will, in my opinion, put a stop to a prac- 
tice that, though perhaps not meant lo be, is in itself 
absolutely unfair, and, what is still worse, is the 
parent of all those unpleasant disputes and alterca- 
tions, which form the only objections to a game in 
every other respect calculated for rational amuse- 
ment. 1 need scarcely add, that I mean the dis- 
covery, by words or gestures, of your approbation 
or dislike of your partner's play, before the deal is 
absolutely finished. I do not mean lo prevent talking 
over the last hand between the deals, but that it 
should be absolutely prohibited, under a severe pe- 
nalty, to say a word between the turning up of the 
trump card and playing the last card of the deal, 
except what is already allowed by the rules of the 
game — such as to ask what is trumps, lo desire the 
cards may be drawn, etc. The law I propose is 
this :— 

" Whoever shall, by word or gesture, manifestly dis- 
cover his approval or disapprobation of his part- 
ners mode of play, or ask any questions but such 
as are specifically allowed by the existing Laws 
of Whist, the adversary shall either add a point lo 
his own score, or deduct one from the parly so 
transgressing, at his option." 



4<j 



MATHEWS ON WHIST. 



CONCLUSION. 

I have been desired by some beginners, to whom 
Ibis book is particularly addressed, to give a minute 
definition of two words, which, though universally 
used, are not generally understood. I mean Tenace 
and Finesse. Indeed the game depends so much on 
the comprehension of their principles, that any man 
desirous of obtaining even a competent knowledge 
of it will never regret the trouble of the study. 

Many parts of Whist are mechanical, and neither 
maxims nor instructions are necessary to inform the 
beginner that an ace wins a king ; or that you must 
follow the suit played, if you have one in your hand. 

The principle of the Tenace is simple. If A has 
the ace and queen of a suit, and B, his adversary, 
has the king and knave, the least consideration will 
show that if A leads, B wins a trick, and vice versa; 
of course, in every situation it is the mutual plan of 
players by leading a losing card to put it into the ad- 
versary's hand, to oblige himioleadiXi&l suit, whereby 
you preserve the tenace. So far is easily compre- 
hended ; but it requires attention with practice to ap- 
ply the principle^ so obvious in the superior to the 
inferior cards, or see that the same tenace operates 
occasionally with the seven and five, as the ace and 
queen, and is productive of the same advantage : A, 
last player, remains with the ace and queen of a suit 
not played, the last trump and a losing card. B, his 
left-hand adversary, leads a forcing card. Query — 
How is A to play. Answer— If three tricks win the 
game, or any particular point, he is not to ruff, but 
throw away his losing card, because his left-hand ad- 
versary being then obliged to lead to his suit, he re- 



MATHEWS ON WHIST. 



47 



mains tenace, and must make his ace and queen. 
Bui upon the supposition that making the four tricks 
gains him the rubber, he should then take the force, 
as in these situations you are justified in giving up 
the tenace for an equal chance of making any mate- 
rial point. 

The Finesse has a near affinity to the tenace, except 
that the latter is equally the object where two, and 
the former only where there are four, players. A has 
the ace and queen of a suit led by his partner; now 
the dullest beginner will see it proper to put on the 
queen ; and this is called finessing it, and the inten- 
tion is obviously to prevent the king from making, if 
in the hand of his right-hand adversary. Should it 
not be there, it is evident you neither gain nor lose 
by making the finesse ; but few players carry this 
idea down to the inferior cards, or see that a trick 
might be made by a judicious finesse, against an 
eight, as a king; but to know exactly when this 
should be done, requires more skill than in the more 
obvious cases, united with memory and observation. 
—Another case of finesse, even against two cards, fre- 
quently occurs, and the reason, on reflection, is self- 
evident. 

A leads the ten of a suit of which his partner has 
the ace, knave, and a small one ; B should finesse or 
let the ten pass; even though he knows the king or 
queen is in his left-hand adversary's hand ; because 
he preserves the tenace, and probably makes two 
tricks ; whereas, had he put on his ace, he could make 
but one — in short, tenace is the game of position; and 
finesse, the art of placing yourself in the most advan- 
tageous one. 



OBSERVATIONS ON SHORT WHIST. 



Since the publication of this little Treatise, a New 
Game has come into fashion, which is denoted SHORT 
WHIST. This, though apparently played on the same 
principles, is, in many respects, essentially different 
from the Long Game-, so much so, that it appears ob- 
vious to me, a very critical player at the one may be 
deficient at the other. There have been, I presume, 
two inducements fortius alteration; the one to pro- 
mote a quicker circulation of the cash, and make the 
play deeper; the other to reduce the advantage of the 
good over the bad player, by approximating a game 
of skill still nearer to a game of chance. That it has 
both these effects is evident, for Short Whist is much 
higher play at a guinea than Long Whist at two 
guinea points; and 1 am convinced that the fewer 
points to be played for, the greater the advantage to 
the inferior player. On the supposition that honours, 
on an average, are four in the Long, and two each 
game in Short Whist, I think the good player has 
double the advantage in the former, to what he has 
in the latter game, having twice the number of points 
to play for. A very good player at one game would, 
undoubtedly, by reflection and practice, become so 
at the other ; both are games of attack and defence, 
and a great deal depends on properly judging which 
is to be adopted; but no rules can give what depends 
on natural quickness and observation. In general, 
however,. I think the forward game is oftener right in 
the New than in the Old Whist. To force your part- 
ner, and endeavour to steal a trick, would be thought 



MATHEWS ON WHIST. 



49 



often allowable in the Short, when in the Long Game 
it would be condemned. 

The odds are also very considerably altered, and, 
cceteris paribus, I conceive it is at least five to four in 
favour of the dealer for the game ; and six to five for 
the rubber in the New; whereas in the Old Game it is 
at most gold to silver, or 21 to 20. To conceive this, 
you must consider that it is little more than two to one 
against the turning up an honour: and having turned 
one up, it is nearly an even bet that the dealer scores 
two by honours. For as two out of the other three 
must be in the hands of one party, and the dealer and 
his partner having twenty-five cards, there is only 
twenty-six to twenty-live against their having them. 

This is so decided an advantage, where five is the 
number to be played for, that I am confident two bad 
players, with the first deal in every game, would in a 
long run beat the two best in England. 

In Short as in Long Whist, though the knowledge 
and practice of general rules may constitute a toler- 
able player, yet to acquire any excellence, a critical 
perception, when and how these are to be departed 
from, is absolutely necessary. There are few things 
to be observed in which there is a considerable differ- 
ence, in the two games; though three, in the first in- 
stance, is nearly as good as four (I mean your adver- 
saries not having scored a point), still it is by no means 
so if they are also three or four. The reason is ob- 
vious: it is the chance of calling which gives eight 
the advantage over nine; but this not being allowed 
at three, it is evident that if your adversary is at four, 
and you have two by honours, three is not better than 
two, as without the odd trick you lose the game. Of 
course, in the beginning of a game, no finesse is justi- 

3 



50 



MATHEWS OX WHIST. 



liable, on which depends your scoring two or four, 
when you have three cerlain in your cards. 

It is easy to conceive that, with a very good hand, it 
is not improbable that you may score five ; though 
highly so that you do not ten. Of course bold play is 
much oftener successful in the Short than the Long 
Game, and stealing a trick, which will save the game 
in the one, will, in case of a great hand, seldom have 
that effect in the other. 

In contradiction, however, to my opinions, I hear 
that the good players are fonder of the New than the 
Old Game; though 1 can see no argument in favour 
of this, except (as I before premised) that it circulates 
the money quicker. 

I cannot omit one observation .-—Though, with good 
players, the lead nearly counterbalances the advan- 
tages of the deal, with fowl ones it is of little or no ad- 
vantage; of course it increases that of the dealer. The 
firstlead in both games requires judgment, andis so lit- 
tle comprehended that it is generally twelve to one a 
wrong card is played, and the fate of the whole hand fre- 
quently depends upon it. These are, however, such 
plain situations that it is impossible to make a mistake. 

At Short Whist, the first deal, there is scarcely any 
finesse that is not justifiable, when the failure leaves 
you at three instead of four. 

POSTSCRIPT. 
Being unexpectedly called on for another Edition 
of this little Treatise, it may be expected I should 
make some further observations on the various situa- 
tions which must occur in a game of such extensive 
combinations. I am vain enough to think, that the 
attentive reader must have acquired a competent 



MATHEWS ON WHIST. 



knowledge of its principles; but I repeal, that no writ- 
ten maxims can make a fine Whist-player ; therein 
" the patient must administer to himself." Were I to 
define the exact difference between a good and a fine 
player j I should say that the former fully compre- 
hends the force of the maxims, and how they are to 
be followed : the latter as clearly sees when and why 
they are to be violated. Without a knowledge of the 
different leads, the common finesses, mode of playing 
sequences, etc., it would be absurd to call a man 
even a bad player, as indeed he does not play the 
game at all. Reasoning and observation alone can 
show a man the situation he is placed in; either by 
the hopes of winning, or fear of losing the game in the 
hand he is actually playing, when it is absolutely im- 
possible to do either by the common mode of playing 
his cards. The fine player sometimes accomplishes 
it by what is called a brilliant stroke. I will mention 
a case of this kind, which is not an ideal one, and 
will explain my meaning better than any abstract 
reasoning that I could adopt. 

The trumps all out, A remained with the ace, queen, 
knave, and two others of a suit not yet played, and 
the lead. The adversaries had five tricks, and the odd 
trick decided the rubber, consequently, he must win 
four out of the remaining five cards to save it. I need 
not observe that the ace is the card usually led from 
such a suit; but A considered that, by so doing, it 
was highly improbable he should establish the suit, 
and that his sole hope was to deceive the adversary. 
He led the queen, which was won by the king ; and as 
his partner had not the ace, the adversary naturally 
concluded it to be in his partner's hand, and of course 
that, by returning this suit, he must win the game, 



52 



MATHEWS ON WHIST. 



The consequence was that A won the four tricks and 
the rubber. 

After all that can be said on the subject, Whist is 
by no means a game of skill like Billiards. The best 
calculator and Whist-player of his time (Lord William 
Manners) always maintained that there was no more 
than five per cent, odds, between the two best and 
the two worst players; yet there is scarcely a rubber 
played where shillings are not given, in other words, 
ten per cent, for the choice. This, if constantly per- 
sisted in, must ruin the Better: indeed, this will be the 
consequence to every man, who lays the odds, as 
they are at present calculated, I mean the three to one, 
after the first game: the five to two (on six), and two 
to one on five love, are, 1 think, in favour of the Bet- 
ter. In regard to finessing, every player knows the 
tenace when the superior cards are in question, and 
the usual modes of gaining it : but there are few who 
carry this down to the smaller ones, or consider that 
the same good effects are produced by attention to the 
latter as to the former. However, this style of play 
is not to be acquired without the habits of deep play- 
ing, as it requires meditation, and a total abstraction 
from any thought but what is fixed on the cards at the 
time of playing. 

Attention to the minutiae of the leading the lowest or 
highest of cards of the same value, such as the deuce 
or tray, is also the consequence of high play, and , how- 
ever necessary, seldom attended to for trifling stakes. 
However, I recommend to beginners to play with the 
same attention for shillings as pounds, and can assure 
them of a rapid improvement in consequence. 



SHORT WHIST: 

ITS RISE, PROGRESS, AND LAWS ; 

TOGETHER WITH 

MAXIMS FOR BEGINNERS, 

AND 

OBSERVATIONS TO MAKE ANY ONE A WHIST-PLAYER. 

BY MAJOR A * * * * *. 



55 



PREFACE. 



The flattering reception of this little treatise (as 
evinced by a second edition being required within 
two short months) has induced the Editor to revise 
It most carefully. At the suggestion e-f some of the 
best players at the first clubs he has added several 
laws of the game now observed, but which are either 
omitted or not clearly expressed in the old autho- 
rity, HoyIe,in order that the Major may be a standard 
and complete reference at the Whist-lable; also some 
peculiarities of Short Whist, particularly respecting 
finessing, that will be useful to those wishing to 
excel in a favourite amusement, and to overcome 
prejudices as to modes of play. The Whist of 
Brookes's, White's, and Graham's clubs is no more 
like country play, than Philidor's game of chess was 
like that of Mrs. Grundy; remarks, therefore, in- 
ducing young players to reflect will be of some ser- 
vice, as tbey may be assured that skill in nothing, 
not even in a game at cards, can be acquired with- 
out thinking about it. 

St. James's Street, March 1835, 



5G 



SHORT WHIST, 



Short Whist started up, and overthrew the an- 
cient Long Dynasty, about twenty-five years ago : 
yet, strange to say, no historian has hitherto re- 
corded the event. Ought not this most momentous 
of all revolutions to have its causes and effects in- 
vestigated? — to have its mighty influences upon the 
fortunes of mankind traced to their source? Yea. 
Come then, oh Muse ! in the shape of the Queen of 
Trumps, and impart to my feeble hand and pen all 
the strength and finesse thy welcome presence can 
give. 

This revolution (compared to which those of 1789 
and 1830 were mere things of a day) was occasioned 
by a worthy Welsh baronet preferring his lobster 
for supper hot. Four first-rate Whist-players — 
consequently, four great men — adjourned from the 
House of Commons to Brookes's, and proposed a 
rubber while the cook was busy. " The lobster 
must be hot," said the baronet. "A rubber may 
last an hour," said another, "and the lobster cold 
again, or spoiled, before we have finished." — "It is 
too long," said a third. "Let us cut it shorter," said 
a fourth. — Carried nem. con. Down they sat, and 
found.it very lively to win or lose so much quicker. 
Besides furnishing conversation at supper, the thing 
was new— they were legislators, and had a fine op- 



MAJOR A— ON SHORT WHIST. 57 

portunity lo exercise their calling. Let us imagine 
these four sages to represent the four suits. 

Spades [digging into the bowels of the lobster). 
Five shall he game without reckoning honours; thus 
leaving less to chance and more to skill. 

Clubs. Then you will never get indifferent players 
to play, and knock up the game altogether. 

Diamonds. Three should save lurch; and without 
calling, the honours may be then scored; but not at 
four. 

Hearts. I have finished the lobster; let us try 
again, upon the last-named principle, with which 1 
am seriously inclined to coincide, and settle it. 

All. Agreed. 

So they settled lo it, and went home in hackney- 
coaches by day-light, satisfied with having performed 
this arduous duty. 

Next day St. James's Street was in commotion; the 
Longs and the Shorts formed each a party, and vio- 
lent was the contention between them. All the 
gamblers were Shorts ; and, by dint of that eloquence 
which invariably flows in streams of persuasion when 
any thing is to be got, succeeded in bringing over 
many middling players, to think it a good thing lo 
have more frequent opportunities of losing, or, may 
be, winning. The regular old stagers made an obsti- 
nate stand ; they were Longs to the back-bone. 
What ! (cried they) overthrow the venerable institu- 
tions handed down by our forefathers, which we 
are bound to transmit unsullied lo posterity? What 
is to become of all those calculations of the odds 
that we have got by role, and which by prescription 
are an integral part of the game? How can we be- 
come suddenly habituated to this new-fangled rapi- 



58 



MAJOR A— ON SHORT WHIST. 



dity ? it is change, but not reform : never will we 
consent to so great, so dangerous, an innovation. 
They were soon, however, outvoted; those "whose 
chariots roll upon the four aces" (1) had succeeded 
in gaining over the multitude who play Whist with- 
out ever thinking about it. The Longs began to give 
way, fearing to lose their diurnal amusement al- 
together, and listened to their opponents, who soon 
made it plain that good steady play would be recom- 
pensed, by obtaining a greater advantage, inasmuch 
as the loss of a critical odd trick, one out of five, 
must be oftener fatal than one out of ten ; 
and the events being multiplied, the influence of bad 
play upon them must be multiplied also. In revenge 
of the clamouring mob of bunglers, they coalesced 
with the gamblers; and even went beyond them by 
introducing French points : thus the slakes v/ere not 
only imperceptibly doubled by cutting the game in 
halves, but a very pretty addition made to them by 
this amendment, which ordained the points played 
for to be eight, instead of five. 

The waves of commotion having thus subsided, 
the original stirrers-up of the storm, instead of losing 
their heads, like many of their great prototypes, were 
installed as lawgivers upon the occasion : they framed 
a code, which has been observed to this day. Their 
constituents were, strange to say, all satisfied ; and 
St. James's echoed to the cry of " Long live Shorts ! ! !" 

As frequently happens, however, in another place, 
where laws are manufactured upon such compara- 
tively trifling matters as trade, taxation, life and death, 
poor-laws, and the church (all which we must allow 
to be of very secondary consideration to the noble 

(1) Provoked Husband. 



MAJOR A— ON SHORT WHIST. 59 

game of Whisl), the House of aces, kings, queens, 
and knaves made a botch — committed a very glaring 
and obvious error, which ought to be amended in a 
future bill; and, as my strength and constitution 
have been completely renovated by means which I 
will impart to the gentle reader before I have done 
with him, and as I mean to live and stand for the 
next Whist Parliament, I hereby give notice of a mo- 
tion to alter and amend the clause which allows 
four by honours and two by honours to be scored. 
I have already gone so far as to have a speech made 
for the occasion; and intend, as is customary, to give 
Mr. I., the actor, a guinea a-lesson, to teach me how 
to speak it. Here it is : — 

"Unaccustomed as lam to public speaking, and 
feeling my inability to do justice to the mighty in- 
terests of the illustrious persons, whose presence fills 
every heart with gladness, 1 must regret that no 
abler advocate has taken their cause in hand. In- 
adequate as are my powers to assign to them all the 
merit they are entitled to, 1 am free to confess that 
a sense of imperative duty h/ipels me to rise, and 
to take all the sense I can find of the House upon this 
simple, yet important, point. When the great men 
who framed the existing law cut the game of Whist 
in halves, and thereby doubled the pleasure and 
profit of their pains-taking and most deserving feilow- 
subjects— when, I say, they boldly cut away the half 
that was superfluous, — when they with admirable 
arithmetic made what used to be ten five, ought they 
not to have cut the whole— ought they not to have 
cut the honours in halves also ? By omitting this, 
they have done their work by halves. {Hear! hear!) 
Is it not sense, is it not justice, is it. not reason, that, 



GO MAJOR A - ON SHORT WIIISl. 

the game being halved, all parts of it should have 
been halved, and three honours reckoned one point, 
four honours reckoned two points? Thus would the 
aristocratic portion of this useful game be kept within 
due bounds, — would not, by possessing (as at present) 
an undue and unpopular power and preponderance, 
excite those feelings which must ultimately be in- 
jurious even to themselves; and which they will, no 
doubt, with their well-known liberality, now will- 
ingly concede. 

" I must add, however, that whatever is given up, 
they will yield from a sense of right, — not giving way 
to idle clamour, which they despise, as it is well 
known they are thorough game. 

" I therefore conclude by moving, first, for an 
authentic return of what is scored at Whist in the 
best societies, distinguishing between what is scored 
by tricks and what by honours; — and, when these 
are officially before the House, secondly, that a com- 
mittee be appointed to search into the laws of this 
important game generally, and to report if great be- 
nefit to the public may not arise from any, and what, 
alterations in them." 



LAWS OF SHORT WHIST, AS NOW PLAYED. 

1. The game is five up ; one point scored saves a 
triple game ; three points scored saves a double game. 
The rubber is reckoned two points, making eight in 
the whole. 

2. Honours are not scored at the point of four. 

3. In cutting for partners, the two highest and the 
two lowest play together ; the lowest deals, and has 



MAJOR A — 



ON SHORT WHIST. 



61 



the choice of cards and seats: the ace is lowest. 
Should a second cut be requisite in consequence of 
two or three cards of equal value being cut, and the 
loivest of the original four not be one of those who 
cut a second time, that original lowest has the deal 
and choice, notwithstanding two lower cards may be 
cut subsequently. 

4. Every player has a right to shuffle the cards; 
but the dealer has the option of shuffling last ; no 
one can alter the pack in any way after the cards 
are cut. 

5. A less number than four cards taken from the 
top, or left at the bottom, is not a fair cut; — they 
must be replaced, and the cards cut again. 

6. Should any card be exposed, or seen in cutting, 
the cards must be reshuffled and cut again. 

7. The dealer is not allowed to touch the cards on 
the table, in order to rectify any error, or supposed 
error, in dealing; and cannot take back a card from 
more than one parcel ; that is to say, if he drops two 
cards by mistake, and has continued beyond the hand 
on which the extra card fell, it is a misdeal. 

8. If the dealer turns up a card by his own fault, 
the adverse party, on naming it, may call a new deal 
before the trump is turned ; but if any card except the 
last be faced, it is a new deal of course. 

9. If, however, either of the adverse party touch 
the cards during the operation of dealing, they 
cannot call a fresh deal under any circumstances, 
and, in case of a misdeal, the dealer is entitled to 
deal again. 

10. Any one dealing out of turn may be stopped be- 
fore the trump card is turned ; if not discovered until 
afterwards, the deal goes on in rotation ; and where 



MAJOR A — O-N SHORT WHIST. 



two packs of cards are used (as is now the custom) 
the packs as changed must so continue. 

1 1 . Should any player have but twelve cards, and 
the others their proper number, the deal stands; and 
he who has the twelve cards (supposing the pack to 
have been originally perfect) is subject to the penalty 
for any revoke he may have made ; but if either have 
fourteen cards, the deal is lost. Count your cards as 
you sort them. 

12. If the dealer drop the last card upon others 
with the face downwards before it has been seen, 
he loses the deal; it is, however, permitted to place 
it apart, while bets are made, or the former deal 
settled. 

13. The dealer should leave the trump card on 
the table till he has played, after which no one is 
entitled to see it, but may enquire at any lime what 
suit is trumps. Should the trump card be left on 
the table after the first trick is turned, it may be 
called. 

14. Every player, before a trick is put together, 
may insist upon knowing who played a particular 
card, or require each to lay his card before him, 
which comes to the same thing. Formerly the de- 
mand for a particular card must be made before 
playing; but, according to the authority of my old 
friend Malhews, it was settled otherwise — and very 
properly. 

15. If one of the players omit playing to a trick, 
and remain with a card more than the rest, the ad- 
versaries have the option of calling a new deal. 

16. If the third player play before the second, the 
fourth or last player may play before his partner ; if 
the fourth player play before the second (his partner), 



MAJOR A— 



ON SHORT WHIST, 



Ihe second may be compelled lo win, or prevented 
from winning the trick. 

17. After four cards are played, no error in playing 
out of turn can be rectified. 

18. Mistakes in scoring tricks may be rectified at 
any time during the game, whether called or not— 
also honours, if proved lo have been called in time; 
namely, before the trump card of the next deal is 
turned up. 

19. If any person lead out of his turn, the adver- 
saries have the option either lo call the card so play- 
ed, at any time, or to call at the time any suit they 
choose from the partner who ought to have played. 

20. If any one, supposing he has won a trick, lead 
again before his partner has played to it, the adver- 
saries may oblige the partner to win it. 

21. A card to be called must have been separated 
from the rest — and named. Should he who calls a 
card name a wrong one, he may have his best or 
worst card of any suit called during the deal. 

22. An exposed card, or a suit, must be called be- 
fore the party plays ; but he may be desired to stop, 
and the adversaries may consult as to calling. 

23. A card is liable lo be called if named, or even 
hinted by any player lo be in his hand. . 

24. If a player trumps a suit by mistake, and the 
adversary plays a small card in consequence, the 
small card may be taken back (without being liable 
to be called), and the trick won with a higher card. 

25. Cards thrown down must remain upon the 
table, and may be called by the adversaries. 

26. If a person declares he " can win the game," or 
" win so many tricks," or speaks in such a way as to 
inform his partner that he has either a good or a bad 



64 



MAJOR A — ON SHORT WHIST. 



hand, he may be compelled to lay his cards upon Ihe 
table to be called. 

27. Any one is entitled to ask at any time " what 
suit is trumps?" but not to be informed which was 
the trump card. 

28. A player is entitled at any lime to see the last 
trick turned, but never to see more than eight cards. 

29. There are three ways of exacting a penally for 
a revoke, which takes place of every other score: — 
three tricks may be taken from Ihe party revoking ; 
or three points from their score; or three added to 
their adversaries' score. And whichever way the 
penalty may be taken, the revoking party must re- 
main at four, notwithstanding sufficient might have 
been left to make them game. (J) 

30. A revoke is not established before the party re- 
voking or his partner has played again, or the trick 
has been turned and quitted ; but the adversaries may 
call for the highest or lowest of the suit at the time, 
or the card shown at any period of the deal. 

31. If a revoke be claimed, the adversaries forfeit 
as for a revoke, if they mix the tricks before it is 
settled. 

32. No revoke can be claimed after the cards are 
cut for the next deal. 

33. Whoever shall, by word or gesture, show his 
approval or disapproval of his partner's mode of play, 
during the deal, or make any remark, or ask any 

(1) There is frequently judgment required in selecting the penalty for 
a revoke. If the revoking party be four love, add three to your own 
score, as it saves a double game, and puts you at three to four: if he 
be at three, take them away from his score, and so on. In taking 
away his tricks, recollect you may safely leave him to reckon honours ; 
as he must remain at four, it is only to calculate how the scores will 
remain, after the penalty is taken. 



MAJOR A — ON SHOUT WHIST. 05 

question, not specially allowed by the Laws of Whist, 
shall forfeit one point, either to be added to the ad- 
versaries' score, or deducted from his own, at their 
option. 

34. If the dealer looks at the bottom card, he loses 
his deal. 

35. Whoever loses his temper, and scolds, should 
be cut, and never come again. 

There are two, or perhaps three, clubs in London, 
where it is ruled, that whoever scores honours with- 
out having had them forfeits the number scored : this 
is a rule that ought to become general. 

Having given the laws above, with which every one 
who plays ought to be acquainted, let us proceed to 
lay down some of the principles of the game; pre- 
mising, that no written instructions can make a line 
Whist-player. Common attention, however, to the 
effects of different leads, and of the ordinary com- 
binations, if looked into, with the cards before you, 
will enable any one to cut in if requested, and to de- 
fend his money. 

The old discussion, whether Short Whist is to the 
advantage of the good or middling player, seems to 
be settled, like many others, by both retaining their 
own opinion. Mathews, the most gentleman-like and 
best Whist-player of the Long school, in his Short Ob- 
servations published upon the new game, as he calls 
it, has expressed his opinion that it was in favour of 
the middling; but, to my certain knowledge, he lived 
to change it, and to see how frequently indifferent 
play prevented saving a game ; for it is in playing bad 
cards to advantage that superior skill is most mani- 
fest. Another discussion, as to whether this game 
was to be played in a different manner from Ihe old, 



66 



MAJOR A— OIN SHORT WHIST. 



slill exists. You will constantly hear dogmatists say, 
"It is dangerous to finesse at Short Whist." The 
good player knows that a finesse, to be a finesse, must 
be made apropos, which nothing but knowledge and 
quickness can teach. The point in dispute may be 
thus settled :— How would good players play at five-all 
in the old game? They would play to make five to 
win the game, or three points to score eight for the 
advantage of calling: this is precisely the new game 
— the attack and defence is therefore the same as at 
five-all. The introduction of Short Whist has, how- 
ever, had the effect of improving Whist-players gene- 
rally; scarcely a bungler now exists who does not 
know that five tricks with one honour save the game. 
Whereas, formerly, bad Whist-players were like tra- 
vellers upon a straight French road, between a long 
vista, which seemed to have no end and no variety; 
they played the same from one end of the game to 
the other, always thinking often points: now they 
have learnt that a sudden turn on a rapid Macadamised 
turnpike may bring its coup de grdce; and they, as 
well as they can, look to the score, and play to points : 
it is, therefore, almost unnecessary to say, — 

1. Never risk the fifth trick with a bad hand, but 
play out a winning card. 

2. Supposing you to have four tricks, your adver- 
saries to have five tricks, and you have the lead with 
king, three of a suit, and one losing card, of which 
you know your adversaries to have the best, lead the 
losing card, as your best chance of making your king 
is for the adversaries to lead that suit. 

3. The good player plays his partner's hand and 
his own, or twenty-six cards ; the bad player his 
own thirteen only. Play a losing card rather than 



MAJOR A — - ON SHORT WHIST. 67 

lead a weak fresh suit; as it is probable, if the adver- 
saries lead that suit, your partner may screw out a 
trick with even the third best of it, by becoming last 
player. 

4. The original lead will often effect the loss or 
saving of the game. With a bad hand, lead that suit 
which is least likely to injure your partner's hand. It 
is clear that, unless he holds an honour, and can make 
at least four tricks, the game is gone; as you can 
make, perhaps, at most one. Do not, therefore, lead 
from four or five small cards; rather lead out a 
king from king and two others. Queens and knaves 
are strengthening cards. Many players differ as to 
leading single cards when weak in trumps. It appears 
to me oftener lo defeat than to gain its own object ; 
as, unless your partner holds the ace of the suit, or 
the king with the ace on his right, you inevitably sa- 
crifice the king or a good card: you moreover run 
the risk of being defeated by your own partner; as 
he, with other strong suits, will give you credit for 
strength instead of weakness in this, and lead 
trumps. 

It must, however, be admitted, that there is more 
probability your partner will have a good finesse, or 
some strength in the suits, of which you have only 
one or two, than in those of which you have five small 
ones. The knowledge of the following odds will 
help to guide the lead 

i. It is two to one that your parlner does not hold a 

certain card. 

ii. 11 is nearly five to four that your partner holds 

one card out of any two. 

iii. It is nearly three to one that he does not hold 

two cards out of any three. 



OS MAJOR A— ON SHORT WHIST. 

iv. It is about five to two that he holds one card out 

of three. 

v. It is about three to two that he does not hold two 

cards out of four. 

vi. It is about four to one that he holds one card 

out of any four. 

5. Suppose you to be leader, with knave, ten, 
nine, three, and two of clubs, five small trumps, one 
small diamond, and two small spades, lead the nine of 
clubs ; as it is five to two in your favour that your 
partner holds an honour, you have the best chance of 
clearing your suit; as, be it remembered, in clearing 
a suit, it is almost as necessary to take the command 
from your partner as from your adversaries. If, in 
this case, your partner has no honour, the nine will 
draw one, and two only remain against you t by this 
method of play you have, — 1st, the advantage of 
making your partner last player in your two weak 
suits; 2dly, the best chance of a saw, as your partner 
may probably trump clubs, and you trump diamonds ; 
3dly, if the adversary returns clubs, from disliking to 
open a fresh suit, you (having five trumps) may esta- 
blish your suit. Upon the same principle, with a 
king, knave, and ten of a suit, lead the ten. 

C. The safest leads are from sequences. It is usual 
to lead the highest; but it is also usual to lead the 
knave from king, queen, knave; which is done with 
a view of getting the ace out of your partner's hand, 
if he has it, or of stealing a trick if the ace should 
lie on your left. The same is applicable to all cir- 
cumstances. If you wish your partner to put on 
his best, lead the lowest of a sequence; if you wish 
him to finesse, lead the highest. To your part- 
ner's lead pul on the lowest of a sequence and re- 



MAJOR A— ON SHORT WHIST. 



69 



turn the highest; to your adversaries' lead put on the 
highest. 

7. With king, queen, ten, in all suits lead the king; 
but if it passes, do not therefore conclude the ace to 
be in your partner's hand, as it is often kept up. You 
can change your lead, and wait for the return of the 
suit, when you will have the finesse of a ten at a cri- 
tical point. 

8. With king, queen, five of a suit, always lead the 
king; with four in trumps, lead the lowest; in other 
suits the king, unless you have the only remaining 
trumps: in that case, you may lead the lowest. 

9. With king, knave, and two or more small cards, 
lead the lowest. Avoid leading from king, knave, and 
one small one. If forced to do so, and if the strength 
in that suit clearly is with your partner, lead the king 
and knave. 

10. With queen, knave, nine, and others, lead the 
queen ; queen, knave, and one other the queen ; queen, 
knave, with two others, the lowest; queen, with three 
small ones, the lowest. 

11. The trump card, of course, will occasion some 
deviation from these rules. Leading the ten through 
knave or queen gives your partner the choice of a 
finesse. If you have ace or king, ten, nine, and others, 
lead the ten, through an honour ; if the knave or 
queen be put on, you have a finesse yourself, on the 
return of the suit, with the nine. 

12. With ace, king, knave, six trumps, play out the 
ace and king; with ace, king, knave, five trumps, it is 
safer to play the king, and wait for the finesse, unless 
you have in other respects a decidedly commanding 
band. In other suits, without great strength in trumps, 



70 



MAJOR A— ON SHORT WHIST. 



or with the hope of establishing the suit, do not wait 
for the finesse. 

13. With ace, king, five, lead the ace in all suits ; 
with four or less in trumps, the lowest; also the 
lowest of any other suit, if the remaining trumps are 
with you, and if three tricks in the suit are necessary. 

14. With ace/queen, knave, and olh **s, in all suits, 
the ace ; ace, queen, ten, and two others, in trumps , 
a small one, but in other suits the ace, unless strong 
in trumps. It is so common to find middling players 
who will never lead from ace, queen, that it is neces- 
sary here to observe that many games are lost by this 
habit. It is often belter to lead from ace, queen, than 
to open a weak suit. 

15. With ace, knave, and three small ones, lead 
the lowest in trumps; in other suits, the ace, unless 
strong enough in trumps to have a hope of establish- 
ing the suit. 

16. With ace and four small cards, in trumps, lead 
the lowest; in other suits, the ace, except when 
strong in trumps. 

1 7 . With ace and one olher, it is usual to lead the ace j 
it is good play, however, to lead the small one, if you 
have reason to think your partner weak in the suit. 

The above outline of the leading leads, and the 
motives for them, will enable any reflecting person 
to adapt his play to the infinite varieties of Whist. 
We will now proceed with some further instructions, 
that may be useful to players of every grade. 



PECULIARITIES OF SHORT WHIST. 
The leader is usually supposed to have the advan- 
tage in playing for the odd trick; it depends, however, 



MAJOR A— ON SHORT WHIST. 



71 



entirely upon the nature of his hand: in most cases 
the dealer, as last player, has the advantage, in this 
as in every other score. 

There is a possibility of making eleven points upon 
the cards, namely, seven by tricks and four by ho- 
nours; as it is never requisite to make more than 
five at Short Whist, a trick or two may often be 
given away with advantage, in order to make sure 
of the game; consequently, — 

1. With five trumps, and a good suit, refuse to be 
forced, which intimates the strength of your hand to 
your partner, and perhaps will enable you to make 
three tricks instead of one. No good player will 
play for more than the game, unless indeed to show 
off to the gallery: opportunities of making brilliant 
strokes, and astonishing the natives, occur so seldom, 
that it requires some forbearance to refrain from at- 
tempting them, to your own disadvantage. 

2. Under-play is also more frequently allowable 
at Short Whist; that is to say, keeping up a best 
card, and permitting the adversaries to make a trick 
or two, either in trumps or in a long suit, in order to 
secure the next yourself. 

3. Middling players must, however, be cautious of 
attempting to run before they can walk ; they must 
recollect, on the one hand, that the ace of trumps 
played out can make but one trick, and draw three 
other cards; kept back it may protect a small one. 
On the other hand, that there are thirteen cards to 
a suit only, consequently they must judge from the 
number, say live or six, in their own hands, and the 
adversaries' play (as leading from sequences or not), 
whether the suit is divided so as to make it probable 
that the cards desired will fall to the ace. The state 



MAJOR A — ON SHORT WHIST. 



of the score is the surest guide, as a certain odd trick 
is infinitely preferahle to making two by any risk, 
when the two are not wanted. 

4. Deep finessing in trumps, or in a good suit when 
strong in trumps, has also often great effect: thus, 
suppose you have ace, ten, two other hearts (trumps), 
and king, knave, or even king ten, or ace knave, or 
ace ten, with three other clubs ; should your part- 
ner lead clubs, finesse the knave, or ten (as he has, 
perhaps, led from a single card) ; your left-hand ad- 
versary, supposing you to be weak in the suit, will 
probably return it; your partner then trumps; or if 
your partner has two clubs, you either gain the lead, 
on the second round with the ace, or get rid of the 
ace, and establish your king, to a certainty. This 
method tends to mitigate the danger of leading from 
a single card, when weak in trumps, as, supposing 
trumps to be immediately led, you are still strong 
in the suit the adversaries mutually conceive they 
have. 

5. The game is against the above-named eleven 
cards, as there may be two by honours, and three 
by cards made by the adversaries ; still the finesse 
recommended is the most probable method to make 
the five tricks requisite to save the game ; for if your 
partner has a very bad hand, and if the king of your 
only good suit is lost, you are then at the opponents' 
mercy : on the other hand, should your partner hold 
one honour, and some strengthening cards, queens 
or knaves, in the other suits, you having also a king 
guarded, or an ace among your remaining four 
cards may, by establishing your five-card suit, 
make the odd trick;— a plus forte raison, having 
ace, queen, two other trumps, and ace, queen, 



MAJOR A— ON SHORT WHIST. 73 

nine, and another of a suit led by your partner, 
put on the nine, which induces the adversary either to 
lead trumps or to return the suit. 

6. Strength in trumps can alone justify deep finess- 
ing in other suits; but as at Short Whist scarcely a 
hand is played in which the game may not either be 
saved or won, there is (contrary to the received opi- 
nion) more scope for finessing judiciously than in 
the old game. 



MAXIMS FOR BEGINNERS. 

Recollect that maxims can only be laid down gene- 
rally; that it is necessary to alter and modify them 
according to the many changes which arise, and 
sometimes to desert them, and adopt a different mode 
of play altogether. The distinction between a good 
player and a fine player is, that the former knows the 
different leads and common finesses, and plays his 
cards correctly, so as never to deceive his partner ; 
he observes the rules and maxims generally : the fine 
player sees at a glance when it is necessary to disre- 
gard all maxims, and, by adapting his play to circum- 
stances, makes an effort, which, if successful, may 
save or win the game. Thousands sit down to play 
Whist, and millions of pounds are made to change 
hands yearly by its powers of transfer ; nine persons 
out of ten, however, would lock their doors if they 
sat down to study the principles of the game (which 
cannot be done effectually without the cards before 
them), from a dread of being caught, as if they were 
ashamed of being seen to learn what they are not 
ashamed of being seen to practise : this gives pro- 
fessors a decided advantage. We learn to ride, to 



7 4 



MAJOR A. — ON SHORT WHIST. 



shoot, to play billiards, to fence, to box : we study the 
elements of other amusements, chess for instance; 
why should we then expect to find a royal road to the 
acquirement of Whist ? 

Playing Whist at a'regularand moderate stake can- 
not fairly be termed gaming ; many have, neverthe- 
less, injured their fortunes by it, particularly at their 
outset in life, by playing high stakes too soon— by at- 
tempting to practise before acquiring a competent 
knowledge of the theory. As a relaxation, games of 
skill are a happy invention 5 like all other things, if 
followed to excess, they are pernicious. So neces- 
sary, however, is occupation to mankind, that more 
toil is frequently submitted to for amusement than is 
undergone in business. How many will sit at Whist 
all night, playing shilling or half-crown points; it is 
a fascinating and interesting game, but, as I can tes- 
tify from woful experience, nothing is more prejudi- 
cial to health than these long sittings. I attribute 
shattered nerves and general debility to the morning 
club and the evening rubber: I was obliged to dis- 
continue the amusement; and, after consulting half 
the medical men in London, I must, out of gratitude, 
mention here, notwithstanding the laugh may be 
against me, that I tried, in despair, Harvey's Restora- 
tive Cordial, advertised by a Society for the Resto- 
ration of Health, 90, Charlotte Street, Ralhbone Place, 
which set me on my legs again, which has stimulated 
me to, and enabled me also to undergo the fatigue 
of writing these pages, which will, I hope, be ser- 
viceable as a warning to youth against play, and to 
age, debility, or premature decay, as pointing out a 
means of relief.— But to Whist. 

Never lead a card without a reason— a bad reason 



MAJOR A — ON SHORT WHIST. 



75 



is better than playing at random without any at all. 
Avoid forming a method or system upon observation 
of one or few results, as bad play may in one or two 
instances succeed, when good would not. Before 
you play, sort your hand carefully; look at the trump 
card, and consider the scores, the strength of your 
own hand, and probable strength of your partner's ; 
also the situation of the cards according to calculation, 
subject, however, to any changes that may be indi- 
cated in the course of play ; after which, keep your 
eye on the board instead of poring over your own 
hand : without strict attention to the fall of the cards, 
no maxims, or even practice, can make a tolerable 
Whist-player. 

Pondering over the cards, and drawing out first 
one and then another, is a great disadvantage to the 
player, and very tiresome both to his partner and 
opponent. 

Be cautious not to deceive your partner in his or 
your own leads, or when he is likely to have the lead 
— a concealed game often succeeds in the suits of your 
adversaries; but this should not be attempted before 
having made considerable proficiency, and, if too 
frequently resorted to, will destroy its own effect . 

At the commencement of a game, a good hand is 
entitled to play a bold game; or, if the adversaries 
are considerably advanced in the score, a middling 
hand should be so played as to strengthen the part- 
ner's, as it is evident the game must be lost if he is 
weak also; lead, therefore, boldly, kings, queens, 
knaves, from three of a suit, or the highest trump you 
have ; if the scores are equal, (two or three all, for 
instance,) play more cautiously. 

Be as careful of what you throw away as of what 



MAJOR A— ON SHORT WHIST. 



you lead ; it is frequently of consequence to put down 
even a tray with a deuce in your hand. 

Your partner leads a four; your right-hand adver- 
sary plays a five ; if you put down a tray, it ought to 
be certain that you have no more of the suit ; but if 
the deuce makes its appearance afterwards, it will 
destroy all confidence in your play, and you will be 
justly set down for a spoon. These minor qualifica- 
tions of Whist- playing are attainable by every body ; 
and when once the great advantage of this kind of 
correctness is seen, the worst player will practise it 
as constantly as the best, common attention being all 
that is requisite. 

With two cards only ot a suit, leading the highest, 
and playing the lowest afterwards, shows your part- 
ner that you have no more, and that you have led 
for a ruff. 

Do not lead trumps merely because an honour is 
turned up on your left, or be deterred from it if on 
your right hand; either is proper if circumstances 
require trumps to be led. 

Finessing is generally advantageous in trumps, or 
in the other suits when strong in trumps, as tending 
to promote the desirable object of establishing the 
long trump and the long suit. 

Never trump an uncertain card if strong, or omit 
to do so if weak in trumps, even if you know the best 
of the suit to be in your partner's hand. The advan- 
tages are making a useless trump, intimating the 
slate of your hand to your partner, and of keeping 
the command (perhaps of the adversaries' only suit) 
in your partner's hand. Keep the command of your 
adversaries' suit as long as you possibly can, but 
never that of your partner. 



MAJOR A— ON SHORT WHIST. 



77 



Do not trump a thirteenth card second hand if 
strong, but always if weak in trumps. 

Always force the strong hand, seldom the weak ; 
never both, otherwise you give one of the adversaries 
an opportunity to make his small trumps while the 
other throws away his losing cards: the extent of 
this error is seldom comprehended by unskilful 
players, who, seeing the good effect of judicious 
forces, misplace them to their own disadvantage. 

The effect of a force may be exemplified by the 
following extreme case: — 

A has six minor trumps and a septieme major in 
another suit with the lead ; B, his adversary, has a 
seizieme major in trumps, a quart major, and a tierce 
major of the other suits: if A, relying upon his six 
trumps, lead a trump (and many say with six trumps 
always lead one) he loses every trick; if, on the con- 
trary, he forces B once, he inevitably gains the odd 
trick; the same principle operates through every 
combination of the fifty-two cards : a conviction of 
it is one of the first necessary steps towards an insight 
into the game ; and although so great an effect may 
be seldom produced, there is scarcely a rubber 
played wherein the soundness of the principle of 
forcing is not experimentally proved. 

When with a very strong suit you lead trumps, 
hoping your partner may command them, show your 
suit first: if a strength in trumps is in your own hand, 
play them without showing your suit. 

With the ace and three other trumps it is seldom 
right to win the first and second lead, if made in them 
by the adversaries, unless you partner ruffs a suit. 

With strength in trumps, more particularly if hav- 
ing a long suit, avoid ruffing your right-hand adver- 



78 



MAJOR A — ON SHORT WHIST. 



sary's leads. This maxim is less practised, but more 
necessary, than almost any other, and may he 
exemplified as follows :— - 

The cards being nearly equal, the object of the good 
Whist-player is to establish a long suit; to keep 
the long trump to bring it in, and to frustrate the 
same plan of his adversaries. With an honour (or 
even the ten), and three other trumps, you may by " 
good management succeed „ Do not overtrump your 
right-hand adversary early, but throw away a losing 
card ; one trump being thus gone strengthens your 
hand ; and your partner, as last player, has that ad- 
vantage in whatever suit is led. Whereas, had you 
overtrumped, you would hove given up the whole 
chance of the game to secure one trick: but this, like 
ail rules, is not without exceptions ; namely, if your 
left-hand adversary has shown a great superiority in 
trumps, then make whatever tricks you can. If your 
partner (a good player) means obviously to force 
you,'of which you may judge by his playing a winning 
or losing card of the suit to be trumped ; if the former, 
he may not intend to force you ; if the latter, you 
may give him credit for strength in trumps to protect 
your long suit. In short, it is bad to play for a great 
game with a weak hand, or a weak game with a 
strong hand, when the state of the scores requires 
the reverse. 

If circumstances make two leads in trumps requisite, 
play the ace, let your other trumps be what they may. 

It is an old dogma not to force your partner unless 
strong in trumps yourself ; there are, however, many 
exceptions to this rule :— 

If your partner leads with a view to be forced, or 
from a single card. 



MAJOR A— ON SHORT WHIST. 



79 



If great strength in trumps appears to be against 
you. 

If there is a probability of a saw. 

If your partner has been already forced, and did 
not lead trumps. 

If you are playing for an odd trick only. 

It is a nice point to know when to lead trumps. 
The following observations will assist beginners in 
reasoning upon this essential part of the game ! — 

With six trumps, if you have, or suppose your part- 
ner to have, a strong suit. 

If strong in other suits, but weak in trumps, parti- 
cularly having a knave or ten to lead in. 

If your adversaries show weakness in the other 
suits. 

If your adversaries are at the point of three, and 
you have no honour, or probability of a ruff. 

It must, however, be borne in mind, that leading a 
weak trump destroys the tenace in them, and often 
sacrifices your partner's trumps ; the ulterior object 
in other suits must therefore be the guide. 

When an adversary refuses to trump, and throws 
away a small card, it indicates that his hand consists 
of a strong suit in trumps, one strong, and another 
weaker suit; if he throws away a high card, it shows 
that he has two suits only, one of which is trumps. 
In these cases avoid leading trumps or his suit; force 
him, and give your partner an opportunity to trump 
and over-trump. It is a common fault with bad 
players to lead trumps the moment an adversary re- 
fuses to ruff, which is playing his game, and is likely 
to give away many tricks, which forcing him would 
have saved. 

% If strong in trumps, and the right-hand adversary 



80 



MAJOR A— ON SHORT WHIST. 



leads a suit of which you have ace, king, and two 
others, you may either put on the ace, and continue 
the same suit, in order to force your partner, or put 
on a small one, in the hope of your partner's winning 
the first trick in the suit ; this is not allowable if you 
are weak in trumps. If you win your partner's lead 
with the queen, it is not judicious to return it, except 
in trumps. 

It is had to lead from three cards, unless in sequence. 
When obliged to do so, particularly if you have rea- 
son to think your partner strong in the suit, lead the 
highest, though it be the king or queen. 

The first object is to save the game, the second to 
win it, and hazardous play is justifiable, with reason- 
able prospect of obtaining either of these ends. If 
neither is in question, play to the scores; that is to 
say, do not give up the certainly of an odd trick, or 
of scoring three for the chance of making two or four. 
An equal finesse may be risked, that will (if it suc- 
ceeds) prevent the adversaries from these scores. 

It is essential to return your partner'slead in trumps ; 
you may, however, judge of the propriety of doing 
so, according to your own hand, if the trump he led 
is an equivocal card, a nine or ten, for instance, which 
are led with propriety, both from strong and from 
weak suits, the nine may be led from a quint to a 
king, or from king, knave, ten, nine. It is also led 
when it is the best of one or two others. 

With four trumps only, do not lead them until your 
strong suit is established, as that number is not suffi- 
cient to bring in a suit of which you have not the 
command i the same position of cards will demon- 
strate the advantage of leading a small card from ace, 
king, five of a suit: for, without the long trump, you 



MAJOR A— ON SHORT WHIST. 



8! 



will be foiled in the suit for which you have led 
trumps, if either adversary have the queen guarded of 
it. It is good play, however, with a tierce major in 
trumps, to lead trumps twice before you lead your 
suit to clear it. 

If you remain with the best trump, and one of the 
adversaries has the others, do not play it out, as it may 
stop a long suit of the other adversary, and prevent 
his getting the lead again. If both adversaries have 
trumps, and your partner none, it is generally right 
to take two for one. If strong in trumps, and having 
the commanding card of the adversaries' suit, of which 
you find your partner has none, lead small ones to 
force him, and keep the commanding card back. 

If your partner leads the ace and queen of a suit, 
of which you have king and two others, win his 
queen, in order that you may not slop his suit. 

When your right-hand adversary wins, and returns 
his partner s lead, particularly in trumps, if you have 
the best and a small one, play the small one, as your 
left-hand adversary will probably finesse, and allow 
your partner to make the third best. 

Be careful to show your partner that you command 
in trumps; he will then keep his own strong suit 
entire, instead of guarding the adversaries' suit, as 
he ought to do when the strength in trumps is with 
them. 

If your partner lead a trump, and you have ace, 
knave, and another, you should be guided by the 
object of getting two rounds of trumps, whether to 
put on the ace, or to finesse the knave. If he leads 
the ten, it should certainly be passed, unless at a 
point when the risking one trick would be dangerous. 

The lead from ace, nine, is safer than from ace, ten. 



<S2 



MAJOR A— ON SHORT WHIST. 



as the tenace is more probable in the latter, when the 
suit is led by the adversary. 

Throwing a best card to a partner's winning card 
indicates that the best cards of that suit are behind ; 
throwing a second-best card indicates having no 
more of the suit. 

It is always right to inform your partner if you are 
strong in trumps ; to do this, if fourth player, win 
with the highest of a sequence, and lead the lowest. 

If strong in trumps, do not ruff the second-best of 
a suit led by your partner; rather throw away a 
losing card, except when youliave a saw. 

If ten cards are played, and one suit only remains, 
should your partner lead, and you have king, ten, 
and another, you can make one trick to a certainty. 
Thus, if an honour is put on by the right-hand ad- 
versary, cover it with the king; if not, put on the ten. 
Wanting two tricks you should put on the king. 

If the fourth player wins a trick, it is frequently 
better to return that suit than to open a fresh one, 
in which he is weak. 

With ace, knave, and another of a suit, when the king 
is led, you can pass it, frequently to great advantage. 

With ace, queen of a suit, should the knave be led 
on your left, put on the ace invariably, as the king 
must be behind you. 

With only three of a suit, put an honour upon an 
honour, except the ace upon the knave, with four or 
more not unless you have the ten. 

With king and one more, it is sometimes good play 
to put it on, and sometimes not; a previous deter- 
mination, however, which to do prevents hesitation, 
that betrays the hand. If turned up, the king should 
be invariably put on, 



MAJOR A — ON SHOUT WHIST. 



83 



It the only remaining trumps are between you and 
your partner, and you have no winning card, lead a 
small trump, in order to give your partner the lead. 

Nothing leaches the importance of leads sooner 
than playing dummy strictly. 

It is often of great advantage to win the adversaries' 
leads with the highest of a sequence, as it keeps them 
in the dark as to where the others are. 

A thirteenth card is usually led with a view to the 
partner's putting on a high trump, in order to make 
trumps separately. 

Return the highest, having only three cards of your 
partner's lead ; it gives him the finesse, and shows you 
are weak in the suit. 

If you have ace, ten, and a small card of a suit, of 
which your partner leads the nine, pass it, although 
the finesse is against three cards ; for if your partner 
has an honour you make two tricks ; if not, you can 
make no more than the ace by any mode of play. 

With king, queen, or queen, knave, and only one 
other card of the suit, always play one of the honours 
second hand. 

Having the remaining trumps, some winning cards, 
and one losing card, play that first, as your partner 
may thereby make the second best, which he could 
not do if kept till the last. 

When your partner refuses to trump a winning 
card, lead trumps as soon as you can, and the best 
trump in your hand. 

When the queen is led on your right (presuming it 
to be from the usual queen, knave, nine), and you have 
ace, or king, ten, and a small one, bypassing the queen 
you have the tenace, and should your partner hold 
either ace or king, must make three tricks in the suit, 



84 MAJOR A — ON SHOUT WHIST. 

When your partner has evidently a weak hand, by 
playing an obscure game tricks are frequently made. 
When your partner has a good hand, play as clear a 
game as possible. 

It is, although contrary to usual practice, equally 
advantageous to lead up to, as through an ace turned 
up ; not so much so up to a king, and disadvantageous 
up to queen or knave. 

Having ace, king, and two more trumps, insure 
three rounds, if your partner leads them originally ; 
but if he leads a nine, or an equivocal card, in con- 
sequence of supposing you strong, pass it; by which 
you will have the lead after the third round of trumps. 

W T ilh ace, queen, ten of the right-hand lead, put on 
the ten. 

When the left-hand adversary refuses to trump a 
winning card, from fear of being overtrumped, and 
throws away a losing card, if you have the best of the 
suit he discards, play it before you lead the other suit 
again. The commanding card of the adversaries' suit 
is as valuable as a trump when the trumps are out. 

If the right-hand adversary leads, and his partner 
putting on the knave or queen, your partner wins 
with the king, when the right-hand leads a small card 
of that suit again, put on the ten if you have it; as it 
is probable you will keep the ace in your partner's 
hand by doing so. 

If weak in trumps, keep guard on your adversaries' 
suits ; if strong, throw away from them : in all cases, 
discard from your partner's strong suits. 

Should the left-hand adversary lead a king, and 
stop, to show he wishes to finesse the knave, if you 
have queen and another, it is clear his finesse must 
succeed. By playing a small one yourself> when you 



MAJOR A— ON SHOUT WHIST. 



85 



get the lead, you will frequently deter him from 
making his intended finesse. 

Force your partner when he shows a weak game. 

It is indispensable to stop a long suit by putting on 
the best trump, when single, at once, in order to pre- 
vent throwing away losing cards, if that long suit be 
suffered to continue. Bad players have an aversion 
to do this; they also put it on when having others, 
merely from fear of being over-ruffed. This is the 
contrary extreme, and judgment is requisite to 
avoid it. 

When your partner has shown a strong suit, and 
has a renounce in another suit, if you have a single 
card of his strong suit, play it before you force him ; 
as it is the way either to establish a saw, which is 
usually advantageous, or it induces the second player 
to put on the ace if he has it, and thereby clear your 
partner's suit. 

Having ace, knave, ten, and a small card of a suit 
led by the right-hand adversary, put on the ten, if in 
trumps ; if in other suits, a small one : because, from 
king, queen, and two trumps, a small one ought to be 
led; from other suits, the king; consequently, in the 
latter case, if the king is not led it must be over you, 
and playing your ten can be of no use. On the con- 
trary, it gives away a strong game in the suit. 

With a losing trump, and ace, queen, or any other 
tenace, when only three cards remain, play the losing 
trump, in order to have your tenace led to. 

It is frequently necessary to deceive the adversary, 
and to throw down a high card, to induce him to 
change his lead; but this must be done without hesi- 
tation, and not too frequently. 

There is a great distinction to be made between 



86 



MAJOR A — OxN SHORT WHIST. 



original and forced leads, which beginners do not suf- 
ficiently consider. When a partner changes his lead 
on account of some fall of the cards, this forced lead 
is to be treated as if it were the adversaries' or your 
own lead, and the lenace and commanding card kept 
in it, if possible; nor is it to be returned like an ori- 
ginal lead. 

There is nothing more necessary to be thoroughly 
comprehended than under-play, as it is a constant 
and successful manoeuvre practised by the experienced 
against the inexperienced players. It consists in 
keeping back the best card, and playing a low one, 
particularly when returning the left-hand adversary's 
leads; it is then done with a view to your partner 
making the third best if he has it, while you still re- 
tain the commanding card. To exemplify :— Sup- 
pose the fourth player to have ace, king, and small 
ones, of his left-hand adversary's lead; if he wins 
with the ace, and returns a small one, his partner 
will make the third best, unless the second and third 
are both against him. It is evident from this, if you 
lead from the king, and your right-hand adversary, 
after winning with the ten or knave, return your lead, 
that the best chance to make your king is to put it on. 

Remaining with the first, third, and fourth cards of 
a suit, of which you suppose the left-hand adversary 
to have the second guarded, by playing the lowest, it 
is usually passed, and you make every trick. 

If you have the second, third, and other cards, as, 
for example, king, knave, and others, against ace, 
queen, and one other only remaining, lead the king ; 
as, if the queen is single, you draw the ace at the 
same time, and make every other trick : this is a stroke 
seldom comprehended by middling players. 



MAJOR A— ON SHORT WHIST. 



87 



Under-play, as described, is seldom resorted towilli 
advantage, except in trumps, or when strong in them 
in the other suits. 

The trump card should be kept as long as possible for 
the information of your partner, when he leads trumps ; 
but the reverse, when the adversaries lead them. 

Though lenace at Whist cannot be reduced to a cer- 
tainty as at piquet, still no one can become a Whist- 
player who does not thoroughly comprehend it: the 
principle is simple, but the combinations are various. 
Every one knows that ace, queen, form tenace; and 
beginners usually wait to finesse their queens, right 
or wrong, but omit to do so with other cards, and 
seem to forget that tenace may be established by any 
combination of cards, and is as available with a live 
and seven against the four and six, as with ace and 
queen against king, knave. Tenace is insured by 
being played up to, or becoming last player. 

Example: — A, the leader, has four cards left; viz., 
the second and fourth trump, and the ace and the five 
of clubs. B, the left-hand adversary, has the first 
and third trump, and the king and the six of clubs. 
The ace of clubs being led by A., the king should be 
put down to it by B. A will then probably lead 
trumps; if so, B inevitably makes three tricks: by 
keeping the king of clubs he cannot possibly make 
more than two. 

A has king, queen, ten of a suit, B ace, knave, and 
another. A leading the king, if B wins it with the 
ace he makes but one trick; by giving the king and 
thus preserving the tenace, he makes two. 

Having ace, knave, ten, of a partner's forced lead, 
or of the last cards, play the ten: this will, probably, 
gain two tricks upon the suit being returned. 



88 



MAJOR A— ON SHORT WHIST. 



Tenace is more easily kept against the right-hand 
than against the left-hand adversary ; the latter, in 
fact, requires great skill. 

The state of the scores is the sole criterion by which 
to decide upon the propriety or impropriety of a 
finesse, or of giving one trick for the chance of making 
two, by preserving the tenace ; at the score of three 
against one point it is highly proper to run some 
risk to make two by cards in order to win the game ; 
as the loss of the odd trick, by so doing, would be 
of little moment. Suppose, then, A, with six tricks 
turned and three cards left in his hand, viz., a losing 
trump, and tenace of another suit likely to be 
trumped by one of the adversaries, should play the 
losing trump as if the trumps are not divided, and 
his tenace successful, he cannot make two tricks. 

At the score of two-love, A has four cards left, viz., 
two losing trumps and two thirteenth cards, with six 
tricks turned, there being two superior trumps against 
him. He is to lead a trump for the chance of two 
trumps being divided, as, if so, he makes three tricks 
and the game; at any other score he should secure 
the odd trick by forcing the adversary. 

The following stroke at Whist (which, considering 
that cards are unseen, and their positions only pre- 
sumed, equals a masterly move at chess,) is recorded 
as showing what first-rate play can do. The score 
was four all. A, with six tricks turned, remained 
with ten, seven of trumps and two hearts, and led a 
heart. B, the left-hand adversary, had knave and 
eight of trumps and two clubs. G, A's partner, had 
two small trumps and two hearts. D, the last-player, 
had the king and a small trump, a club, and a dia- 
mond. D, seeing it was necessary to win every trick, 



MAJOU A— ON SHORT WHIST. 



89 



and that there was no chance of doing so unless his 
partner had either the two best trumps or a success- 
ful finesse in them, trumped A's lead of hearts with 
the best trump, the king; returned the small one, and 
thereby won a most crilical game. 

In order to establish a long suit with four trumps 
only, under-play is requisite. A has ace, four trumps, 
tierce major, six hearts, king, and another club, and 
one good diamond ; he should lead a trump, and if 
his partner wins and returns it, keep up the ace. When 
A or his partner get the lead again, they of course 
play trump, which leaves him with the lead and one 
trump, not, however, the best, if they were unequally 
divided. His strong suit forces out his best trump, 
but is again established by his small one ; had A, on 
the contrary, put on the ace, he would have been 
forced, and his strong suit rendered unavailable. 
With a similar hand, having ace, king, and two small 
trumps, if the adversaries lead trumps give them the 
first trick, although last player; nothing but five or 
six trumps in one hand can thus prevent the long suit 
being established. 

With ace, queen, and two small Irumps, if the 
knave is led on the left, do not win it, upon the same 
principle. 

Every one with ace, king, knave of a suit, if the 
queen is turned on the right, will lead the king, and 
wait; the same principle attaches to the whole of the 
cards. If, therefore, you have ace, queen, ten, and 
the knave is turned up, lead the queen. 

Having six trumps originally, it often happens that 
you have three or four trumps left, and that the best 
is with your adversaries; if so, play one, as that best 



90 



MAJOR A — ON SHORT WHIST. 



trump may slop your partner's or your suit; besides, 
either you or your partner become last player, and 
gain the tenace in any other suit that is led. This also 
demonstrates that it is impolitic to play out the best 
trump, when several others are against you. 

If A remains with the best Irump (the knave) and 
one small trump, and nothing but losing cards, his 
partner B having the second-best trump, the ten and 
winning cards, with one other trump in the adver- 
saries' hands, A, when forced, should trump with the 
knave, and lead the small one, in order to give his 
partner the lead to make his winning cards. 

There is much difference of opinion, even among 
good players, as to the advantage of leading single 
cards ; the state of the scores, and the chance of win- 
ning or saving the game, ought to be the guide in this 
as in all other leads. Having before remarked upon 
this point, it is necessary only to add here, that 
with the tenace, or probability of it in other suits, it 
is then better to lead the single card, although weak 
in trumps. 

The player who can recollect the cards played with 
exactness has a decided advantage. Few, however, 
do so. Those who cannot arrive at such perfection 
must, in order to play Whist at all, remember, at 
least, the trumps, and the best cards of his own suits: 
in order to accomplish this, every one should con- 
trive a system of Whist mnemonics for themselves, 
as most likely to become habitual, or learn one sug- 
gested by another. Some recommend sorting the 
hands in a particular manner, and altering the posi- 
tion of the cards as the suits are played ; this method 
fails at a pinch, namely, when you have no more of a 



MAJOR A — ON SHORT WHIST. 



91 



suit left, and are, consequently, called upon to trump 
or not. 

The greatest assistance to memory is the habit of 
counting your hand by suits as you take it up. When 
at a loss you can then revert to the original number 
dealt to you of each suit, and thereby at least make 
out the number of rounds. 

The two terms, tenace and finesse, although uni- 
versally used at Whist, are not so generally under- 
stood; a definition of them is therefore necessary. 
Tenace is having the cards in a position to gain the 
most tricks; and finesse is the art of attaining that 
position. 

Both are thus exemplified : — A leads the ten of a 
suit; B, his partner, having ace, knave, and a small 
one, passes or finesses the ten, although he knows the 
king to be on his left, in order to have the tenace with 
his ace, knave, when the suit is returned, and to en- 
sure two tricks in it; if he puts on his ace, he can 
make but one. The same principle attaches to the 
whole cards; and memory and observation are re- 
quisite to apply it to the low cards when the high 
are out. 

Having said as much as will smooth the way for the 
beginner, and induce him to think and observe, with- 
out which it is impossible to play Whist, I take my 
leave, merely adding, that it is absurd (unless deter- 
mined never to play) not to endeavour to arrive at 
some skill in an amusement so universally prevalent, 
and in which the calls of society frequently require 
us to join. Even in the family circle it is useful; age 
often feels complacent towards youth for affording an 
hour's innocent amusement, particularly if willing- 



92 MAJOR A — ON SHORT WHIST. 

ness and some skill are shown ; and both in town and 
country, to make up the rubber, is well known to be 
a qualification. 

Wishing all Whisl-players good cards, and, above 
all, good humour, I here make my bow r to the critics. 



THE END. 



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